Challenge: How would you model a sport, something like baseball, using the PfRPG rules?


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Sovereign Court

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I'm not much of a sports fan, so I don't know the rules of any particular sport very well, but I thought it might be interesting to try to model a sport using the Pathfinder rules.

Any takers? What about baseball? Or maybe football?

The Exchange

Pro Wrestling?


Pretty sure I could come up with something. Blood Pig has some rules for passing which could be adapted. I think the serious problem would be time involved in a game.

1 round = 6 seconds.

1 quarter = 15 minutes

So each quarter is 150 rounds, that's 600 rounds for one foot ball game.


Mosaic wrote:

I'm not much of a sports fan, so I don't know the rules of any particular sport very well, but I thought it might be interesting to try to model a sport using the Pathfinder rules.

Any takers? What about baseball? Or maybe football?

Some friends of mine and I actually thought about developing some rules for d20 Football. We didn't get very far. However, we did come up with some rules for catching and throwing.

Throw Object

Throwing an object is much like throwing a weapon. However, instead of targeting a creature, you target a specific grid intersection. Treat this as a ranged attack against AC 5.

If you miss the targeted intersection, roll 1d8. This determines the misdirection of the throw, with 1 being straight back at you and 2 through 8 counting clockwise around the grid intersection. Then, count a number of squares in the indicated direction equal to the range increment of the throw.

A thrown object remains aloft for 1 round before landing. A thrown object is typically thrown so that another creature might receive it (see the Catch skill below). As such, a thrown object typically deals no damage.

New Skill:

Catch (Dex; Armor Check Penalty)

You can use this skill to catch a thrown object before it hits the ground. Failure means that you fail to catch the object.

This skill cannot be used to catch or deflect a projectile weapon, such as an arrow, or light weapon.

In order to perform a Catch check, you must be adjacent to the thrown object's targeted intersection before it hits the ground. The base DC of the check is always 10, modified by the following conditions.

Per 5 ft. of distance moved towards targeted intersection +1
Per opponent within 5 ft. +2
Thrown object has concealment +2
Thrown object is off target +5
Thrown object is slightly slippery +2
Thrown object is severely slippery +5

Running Catch

You try to catch a thrown object while running. By accepting a -10 penalty on your Catch checks, you can catch a thrown object while moving through one of the squares adjacent to its targeted intersection. This use of the Catch skill is considered a free action.

Interception

You can also use the catch skill to intercept a thrown object meant for another creature. To intercept, you must first succeed at trying to catch the incoming object. If you succeed at this check, you can then make a Catch check opposed by the receiver's Catch check. If your Catch check exceeds your opponent's, you knock the incoming object to the ground. If you exceed your opponent's Catch check by 5 or more, you intercept the object.

Action

Varies. Catching a thrown object is normally considered a move action. Catching an object while running is considered a free action.

Try Again

No.

Special

If you have the Deflect Arrows feat, you get a +2 circumstance bonus on all Catch checks to intercept a thrown object.

If you have the Snatch Arrows feat, you get a +2 competence bonus on all Catch checks.

Synergy

If you have 5 or more ranks in Jump you gain a +2 bonus on all Catch checks.

The Exchange

Posting Blitz!

Liberty's Edge

Well, the basics of basketball should be easy enough. The goal should have an AC, and any shot taken would be a ranged touch attack.

Most of the modifiers to the AC would involve cover bonuses and penalties associated with firing while moving.

I suppose the player moving with the ball would have to make Concentration check to avoid travelling.

Stealing the ball would be an Attack of Opportunity against the ball carrier.

block/charging calls would be Bull Rushes.


You can go as 'rules light' as opposed Profession skill checks or as intense as playing it out, round by round.

Back in the day, I was playing in a high school supers campaign where several of the PCs played football. We played out a couple of game-changing moments round by round. Blocking and tackling were grappling, receiving was 'attacking' the ball aided by the QB 'attacking' the receiver. Specific football skills (something like a Profession - Football) were used for things like 'picking up blitzing corner' and 'reading the defense'.


I present, after much work, and a rewrite after the forum ate my post: Pathfinder: Sports Edition!

Yes, it's long (it would be about 3 pages, published) and yes, it's a draft in need of a rewrite, but I present the fantasy sport of Summerstone.

Suggestions on improving the feats,as well as comentary on the rules are welcome.

Summerstone
Summerstone began as a game played by field hands in the orchards of Galt after the long harvest days. The game has changed and spread throughout the Inner Sea, becoming a popular pastime among children and competitive leagues growing in many major cities. As the popularity of the sport has increased, the characteristic Y shaped upright of Summerstone has sprung up in the parks and sporting fields around the Inner Sea.
Summerstone is played on a court, officially a 24 foot square but frequently the width of a street in pickup games. A Y-shaped upright, eight feet to the join with the arms reaching another two feet, is situated in the center of the court. The game is played with a cotton-stuffed leather ball called “the stone.” Teams compete to pass the stone through the upright, scoring one point for each pass, two points if the pass is made from beyond the fifteen-foot mark. Both teams scramble to catch the stone on the far side of the goal, and quickly set up a new drive to score.
Players aren’t allowed to step within five feet of the upright, and can only touch the stone with one hand. Allowing the stone to touch the ground, or touching it with the off-hand results in a fault, granting the opposing team possession of the stone at the sideline.
Play typically goes to the first team to eight points, and teams must win by two. In competitive leagues, winning by two becomes difficult between evenly matched teams, and they typically declare the winner to be first to thirteen points.
Rules
The stone is considered an exotic weapon, causing a -4 non-proficiency penalty on all attack rolls if the player is not proficient in its use.
On Offense:
The players on the team that has the stone have one of three roles: thrower, side, or catcher. The thrower is the player with the stone, the remaining players choose between the other two roles.
On Offense:
The thrower has two actions as part of each drive. First the thrower sets up the throw, then they try to score.
In the setup, the thrower and each of the sides can take one of several options.
• Pass: the thrower passes the ball to another player. The passing player must make a ranged touch attack against AC 10 to pass the stone. The receiving player then becomes the thrower gains +2 to the throw. Neither the thrower nor the receiving player may take an additional setup action. Only the thrower can pass the stone.
• Fake: the player makes an opposed Bluff check against one guard’s Sense Motive. If the offensive player succeeds, the faked guard does not contribute to the defense.
• Charge: the player makes an opposed STR check with one opposing guard, removing him from defense if successful.
After the setup, the thrower makes his throw. Hitting the goal is a ranged touch attack against a basic AC of 12. Throwing the stone from beyond the bonus line incurs a -4 range penalty. Additionally, the defending guards may increase the AC of the goal as part of their defense, see guards below. The thrower may take an additional -4 to hit to give his team a +2 bonus to their team’s recovery checks.
Slamming: the most athletic players are capable of “slamming,” leaping across the five-foot distance to the goal and smashing the ball through the uprights. To slam the stone, the thrower must make DC 23 Acrobatics check.
On Defense:
Players on the team without the stone are either guards or catchers.
Guards try to prevent the thrower from scoring. They may choose one of two options during the setup:
• Defend: The guard makes an aid another check (attack roll against AC 10) to give the goal a +2 bonus to AC. This is an untyped bonus that stacks with itself.
• Steal: The guard makes a disarm attempt against the thrower to steal the stone. This attempt does not incur the usual penalty for being unarmed. The guard gets a +4 interception bonus to this disarm attempt if the thrower passed the stone.
Recovery:
The catchers from both teams attempt to recover the stone after the throw. Each catcher makes a Perception check (DC 12) to be “in the box” to recover the stone. All players in the box make a special opposed Acrobatics check, with the highest total coming away with the stone. Players in the box have the option of making aid another checks rather that attempting to recover the stone. If no player’s total is over 15, the ball is dropped, and the team that most recently was on defense chooses a player to be the thrower.
The player that comes away with the stone becomes the new thrower, and a new drive begins.
New Feats
Weapon Proficiency: The Stone
The character does not suffer non-proficiency penalties with the stone.
Court Vision
Prerequisite: Proficiency with the stone.
The player gains +4 to all Acrobatics and Bluff checks made as part of a game of Summerstone. Additionally, the player gains a +2 bonus to Bluff checks made to feint, regardless of situation.
Summerstone Defender
Prerequisite: Proficiency with the stone.
The player gains +2 to all rolls to disarm someone wielding the stone. The player also increases the benefit of aiding another’s AC to a +4 bonus, on and off the court.

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