
Oozymandias, the Half-Celestial Slime |

So, I know that there are at least some rules that have gone around for playing sports in tabletop games (such as rules for playing baseball in a d20 system, and the fact that Blood Bowl was a thing) but has anyone here ever actually successfully put sports into their game? I'm a big sports guy (American sports anyway, ie: football (not soccer), baseball, basketball, some hockey and whatever we won at the most recent Olympics) and I've thought about trying to put some sports into my game.
Most likely this would take the form of a baseball league that the PCs are drafted into for a game or two because of shenanigans, and I figure that it would be a nice filler session for when I need an extra week to prepare an adventure. So, does anybody have any advice on including sports (baseball especially) into a game of Pathfinder? Have you ever successfully run a session that included sports?
Any and all advice welcome from rules advice- (like outlawing magic pitches, or should there be a designated hitter [I'd say yes because my hometown is in the AL]), to suggestions for team names- (I'm partial to the Highbloods, a Yankees-esque team of mostly elves that think they're better than everyone else), to suggesting the inclusion of real-life sports stuff (was there a Black Sox like scandal in the early days of Golarian's baseball league?), to stories about running a sporting event in Pathfinder, if you have any experience doing it.

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Baseball sounds like a contested attack roll, pitcher thrown ranged attack vs the batter's melee attack with a club, pitcher allowed to make a bluff vs the batter's sense motive to get a +4 by throwing a curve or screw but if the batter reads it they get a +4. Damage is converted into yards the ball is hit. Just a start.

GM Rednal |
The Skill Challenge Handbook is my personal favorite for introducing sportsball games, since it has a variety of rules for emulating existing games or creating entirely new ones in a reasonably balanced game. ^^ It also makes allowance for abilities that can provide boosts (generally, anything too short for a given cycle doesn't last long enough to matter). Multiple examples you can run straight from the book - once you learn them - are provided.