
I'm tossing around an idea to expand upon the basketball minigame from the Manderville Gold Saucer. It would be just for fun, with a focus on roleplaying and writing in a fashion similar to the Grindstone event. What I have in mind is something resembling a chimera made up of Bill Laimbeer's Combat Basketball, Arch Rivals, and gridiron football. In other words, rather than simply lifting the actual real-world game of basketball wholesale, it would include plenty of violence.
What I had in mind was to come up with a system of stats and "character sheet" creation for interested players that would be used only for the Monster Jam. Depending on the type of player you build your character to be, he/she might be best suited as a scorer, a defender (adept at preventing the other team from scoring, whether by blocking or more violent means), or an assist (steals, passing to scorers). I'm still working out the particulars regarding the rules of dice rolls and such, but a rough sketch of what a typical game would look like is:
1.) Tip-off: The captains of each team roll. The character with the highest roll takes possession of the ball. Pretty self-explanatory.
Note: Attempting to destroy the ball is a valid tactic! The strategy in doing so would be that it forces another tip-off. Any defender attempting to destroy the ball would roll twice - once to determine whether it is hit (versus the player in possession) and a second time to determine force. The ball would have a set "hardness" (or DC, for those familiar with d20) that I haven't set in stone as of yet. If the roll is greater than or equal to the ball's hardness, the ball is destroyed and a tip-off is forced. If it is less than the hardness of the ball, the ball is knocked out of bounds.
2.) Attacking the possessor of the ball: If the character holding the ball receives any amount of damage, he/she must try to avoid dropping the ball by rolling a defense roll equal to or greater than the amount of damage received. If this roll fails, the ball is dropped and can be picked up.
The ball can also be disarmed. This will use a different set of rolls, yet to be determined, but success would mean you immediately take possession of the ball.
3.) Picking up a loose ball: This is a free action that provokes attacks of opportunity from all opponents.
4.) Field goal: Basically, think of this as a Ranged Attack roll versus the basket's "armor class." The further away you are, the higher the DC you have to exceed. This also provokes attacks of opportunity. If the shooter takes damage, all damage received is subtracted from the shooter's attack roll.
5.) Passing: This is similar to shooting in that a "ranged attack roll" is made to determine accuracy. The intended recipient's "Handling" stat would aid in the success of this roll. If this roll fails, an opponent can roll against it to intercept the pass.
That's pretty much it in a nutshell. Each field goal is 2 points. The first team to score 10 points wins the game. I may modify this in the future, but my reasoning is simply because I can see a game with so much dice-rolling and so many emotes being written taking forever otherwise.
So, would anyone be interested in something like this? Have any suggestions, questions, or comments? Feel free to post and let me know!
What I had in mind was to come up with a system of stats and "character sheet" creation for interested players that would be used only for the Monster Jam. Depending on the type of player you build your character to be, he/she might be best suited as a scorer, a defender (adept at preventing the other team from scoring, whether by blocking or more violent means), or an assist (steals, passing to scorers). I'm still working out the particulars regarding the rules of dice rolls and such, but a rough sketch of what a typical game would look like is:
1.) Tip-off: The captains of each team roll. The character with the highest roll takes possession of the ball. Pretty self-explanatory.
Note: Attempting to destroy the ball is a valid tactic! The strategy in doing so would be that it forces another tip-off. Any defender attempting to destroy the ball would roll twice - once to determine whether it is hit (versus the player in possession) and a second time to determine force. The ball would have a set "hardness" (or DC, for those familiar with d20) that I haven't set in stone as of yet. If the roll is greater than or equal to the ball's hardness, the ball is destroyed and a tip-off is forced. If it is less than the hardness of the ball, the ball is knocked out of bounds.
2.) Attacking the possessor of the ball: If the character holding the ball receives any amount of damage, he/she must try to avoid dropping the ball by rolling a defense roll equal to or greater than the amount of damage received. If this roll fails, the ball is dropped and can be picked up.
The ball can also be disarmed. This will use a different set of rolls, yet to be determined, but success would mean you immediately take possession of the ball.
3.) Picking up a loose ball: This is a free action that provokes attacks of opportunity from all opponents.
4.) Field goal: Basically, think of this as a Ranged Attack roll versus the basket's "armor class." The further away you are, the higher the DC you have to exceed. This also provokes attacks of opportunity. If the shooter takes damage, all damage received is subtracted from the shooter's attack roll.
5.) Passing: This is similar to shooting in that a "ranged attack roll" is made to determine accuracy. The intended recipient's "Handling" stat would aid in the success of this roll. If this roll fails, an opponent can roll against it to intercept the pass.
That's pretty much it in a nutshell. Each field goal is 2 points. The first team to score 10 points wins the game. I may modify this in the future, but my reasoning is simply because I can see a game with so much dice-rolling and so many emotes being written taking forever otherwise.
So, would anyone be interested in something like this? Have any suggestions, questions, or comments? Feel free to post and let me know!
Yvelont Navarre
Parn Paparn
IC Blog for Yvelont: http://never-your-pawn.tumblr.com
OOC Blog: http://navarre-again.tumblr.com
Parn Paparn
IC Blog for Yvelont: http://never-your-pawn.tumblr.com
OOC Blog: http://navarre-again.tumblr.com