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  • File : 1256820516.jpg-(101 KB, 627x776, b7a8f3517b2fb37b2831ff44b18565c6.jpg)
    101 KB Anonymous 10/29/09(Thu)08:48 No.6482781  
    So teeg, I asked last night but nobody replied.

    Has anyone run a game of Siegeball yet? I'd like to know what arena size and goal health rules you used because I'd like to add it into my campaign.

    For those who dont know what the fuck Siegeball is a soccer/dodgeball/pinball hybrid sport for DnD that some fa/tg/uy invented. It's got a page on 1d4chan if you want to know more.
    >> Anonymous 10/29/09(Thu)08:53 No.6482802
    Just read the wiki page (http://1d4chan.org/wiki/Siegeball). Monks would be horribly broken at that.

    Unless of course magic is allowed to be used, in which case ALL MONK/SORCERER TEAM.
    >> Anonymous 10/29/09(Thu)08:56 No.6482812
    >>6482802
    Or you could just use the spell that hides magic auras.
    "Foul! Magic on the field."
    "Prove it. Your Detect Magic picked up nothing."
    "You shot bolts of fire out of your eyes."
    "Everyone in my family can do that."
    >> Anonymous 10/29/09(Thu)09:06 No.6482882
    Is it me, or could you just bounce the ball between two players right next to each other building up momentum until you just blast the goal with a single shot?
    >> Anonymous 10/29/09(Thu)09:08 No.6482890
         File1256821704.jpg-(109 KB, 700x550, efc84341e30843c031673c53d9978c(...).jpg)
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    >>6482882
    You'd have to run the risk of failing a roll each time though, so you could build up the crazy momentum you suggested, but miss a roll and get insta-KOed from stupid amounts of non-lethal damage.
    >> Anonymous 10/29/09(Thu)09:08 No.6482893
    If all the contestants look like that? Yes.
    >> Anonymous 10/29/09(Thu)09:14 No.6482942
         File1256822060.jpg-(152 KB, 910x582, 6790148bf0d670bb6a13f94867ec86(...).jpg)
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    >>6482893
    You confuse me. 'Yes' what?
    >> Anonymous 10/29/09(Thu)09:17 No.6482965
    Hang on, rebound hits are all in the same turn? So if you bounce it between every player in a signle shot, thats just in ONE TURN in combat?

    How fast would that ball be fucking MOVING?
    >> Anonymous 10/29/09(Thu)09:17 No.6482972
    >>6482942
    Just yes. In giant capital letters twenty feet tall. Like that TSB ad from the nineties.
    >> Anonymous 10/29/09(Thu)09:19 No.6482982
    >>6482882
    easy solution.
    The balls current momentum is added to it's AC
    >> Anonymous 10/29/09(Thu)09:21 No.6483001
    >>6482982
    EDIT
    also, intead of saying that anyone can hit it if it comes in contact with them just make it a normal attack of oppurtunity, meaning most combatants, er, players would only be able to rebound it once per round.
    >> Anonymous 10/29/09(Thu)09:30 No.6483049
    >>6483001
    good idea, then it'd also work for the ball moving through a space adjacent to a player, as well as hitting them.
    >> Anonymous 10/29/09(Thu)09:59 No.6483261
    >>6482781
    What's the source of the OP pic?
    >> Anonymous 10/29/09(Thu)12:45 No.6484288
    >>6483261
    no idea, just found it on danbooru
    >> Anonymous 10/29/09(Thu)13:00 No.6484402
    Goddamnit, I really want to play this, but I know my DM would never run it and even if i did persuade him, I'd never persuade the rest of my "If it moves, kill it, if it doesnt move, try to kill it anyway" party
    >> Anonymous 10/29/09(Thu)13:35 No.6484672
         File1256837715.gif-(69 KB, 58x76, pokeballpik1.gif)
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    >> Anonymous 10/29/09(Thu)13:59 No.6484839
         File1256839161.jpg-(208 KB, 600x900, 6a0bdfdb759a33bf169f84fd2d80c4(...).jpg)
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    bump
    >> Magus O'Grady 10/29/09(Thu)14:08 No.6484914
    I'm more interested in Grind! from Privateer Press. Full-contact soccer/Jai Alai mix with a giant 10-ton metal sphere covered in spikes as the ball, and 15 foot tall, steam powered robots as players.
    >> Anonymous 10/29/09(Thu)14:15 No.6484978
    >>6484914
    sounds awesome, but how do you work it into a DnD campaign?
    >> Anonymous 10/29/09(Thu)14:19 No.6485014
    >>6484978
    Why would you want to?
    >> Anonymous 10/29/09(Thu)14:21 No.6485027
    >>6485014
    Most of the plot of ANYTHING claiming to be about sports comes from stuff outside the game. Look at Rollerball (any version), for example. You need stuff going on outside the game for a good story.
    >> Magus O'Grady 10/29/09(Thu)14:40 No.6485181
    >>6484978
    use the Iron Kingdoms setting and steamjack rules therein. Say that an enterprising group of goblin bodgers has started a crazy new sport that's gaining popularity. Do the players want to join the competition (how will they afford the 'jacks?), or compete with the gobbers by starting their own league? There are rumors going around that one of the dwarven teams is using an unsafe, untested, and illegal (by league rules) mechanikal augmenter that gives their jacks and unfair advantage. Or maybe one team has an invisible Iosan elf hidden on the sideline, using elven telekinetic gadgets to affect the ball. Do the gobbers (one of whom MUST look like Ed McMahon) hire the players to find evidence of this, or just 'solve the problem'? A player is demanding entrance into the league, but his team contains a cryxian helljack. How did he acquire it, and is this a cryxian plot?

    Plenty of material to work with.
    >> Anonymous 10/29/09(Thu)14:43 No.6485201
    You know, this Seigeball thing sounds like it would be fun in real life. The Tower would have one of those sensors that measures the force of a hit. When it gets hit, it keeps adding it up. Once it gets to a certain amount of "points", the team wins. Instead of being based on how many times you can hit it in, it's based on how hard you can hit it.

    Going for DnD, though, I'd say have it where only certain people can attack the ball and only certain people can attack the other players. A game with positions. You might also want to have a goalie, who protects the Tower for each team. That gives you the Chasers, the two Beaters, and a Keeper. A team of six is also a good number for the game.

    Damn, I want to work on this thing and expand it. I've been meaning to come up with a game for my setting, but it's more like Ulama.
    >> Anonymous 10/29/09(Thu)14:49 No.6485249
         File1256842145.png-(3 KB, 200x200, 1211822408708.png)
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    >>6485201
    >Chasers, the two Beaters, and a Keeper

    why not add a Seeker. and two more goals for each team. any they play while flying.
    >> Anonymous 10/29/09(Thu)14:49 No.6485262
    >>6485249
    But there's no plot, so no game would ever finish.
    >> Anonymous 10/29/09(Thu)15:02 No.6485339
    >>6485201
    Alright, five man team. I'd say 22x10 squares (roughly the size of a soccer field). Three players attack the ball (Strikers), while two guard the Strikers and attack the other team (Blockers). The last player is the one who guards the Tower from the ball and the other players.

    I'd say that the momentum should be halved when a player fails their attack on it against them. Keeps the player from getting knocked the fuck out, and it also gives more incentive to keep the ball in play.
    >> Anonymous 10/29/09(Thu)15:04 No.6485346
    >>6485249
    I'm making an allusion to something that most people know to better explain something that's new.

    Stop bitching.
    >> Anonymous 10/29/09(Thu)15:06 No.6485361
    >>6485339
    i'd have to disagree on there being blockers (or at least get some games going to see if the players will assign their own blockers and see how that works out), but otherwise that seems good.

    the ball would also have to bounce off players when they fail an attack if the ball keeps its momentum
    >> Anonymous 10/29/09(Thu)15:10 No.6485404
    >>6485339
    it would probably be better for 22x11, so the Towers can be in exactly the middle of each half, but yeah, what >>6485361 said
    >> Anonymous 10/29/09(Thu)15:24 No.6485507
         File1256844294.jpg-(93 KB, 531x660, e363c48ff6ef0bbd5210f6a22f692b(...).jpg)
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    >> Anonymous 10/29/09(Thu)15:33 No.6485566
    >>6485404
    Oh yeah, 22x11 would be good.

    I really like this idea, but I wish I knew more about DnD to make it work. I'd actually say make the middle of the field narrow, with a bigger block at both ends, with the Towers in the middle of those bigger blocks, instead of at the very end.
    >> Anonymous 10/29/09(Thu)15:34 No.6485575
    How about letting the goalie use a bat (counts as a club, 1d4 damage x2 critical) but he's not allowed to leave his team's half of the field?
    >> Anonymous 10/29/09(Thu)15:42 No.6485637
         File1256845329.png-(12 KB, 512x362, SiegeballField.png)
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    >>6485566
    Well right now, the field looks like this, with the red and blue circles being the Towers, and the green line being the center line
    >> Anonymous 10/29/09(Thu)15:43 No.6485654
    I've adapted the rules for a different system and ran a game.
    >> Anonymous 10/29/09(Thu)15:53 No.6485732
    >The game is played with a magical ball. It cannot be carried, and can only be moved by attacking it. Size-wise, it counts as a small creature.

    I motion that this be changed so the ball can be carried, but you must make a grapple check to pick it up. This is of course harder if the ball is moving.
    >> Anonymous 10/29/09(Thu)15:55 No.6485747
    >>6485637
    I'd put them further back, at about three from the end, or maybe take 5 squares on the end of the thing.
    >> Anonymous 10/29/09(Thu)15:55 No.6485748
    I updated the wiki page with most of the suggestions made in this thread.

    Although I cant be bothered re-writing the bit about the ball hitting people being attacks of opportunity, so that's not been changed.
    >> Anonymous 10/29/09(Thu)15:59 No.6485773
    >>6485637
    How about a 3 tile wide strip of neutral ground down the middle, so the ball can start in the centre and not directly adjacent to any player.

    It also keeps the two goalies away from each other.
    >> Anonymous 10/29/09(Thu)16:13 No.6485893
         File1256847203.png-(13 KB, 700x333, Seigeball.png)
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    >>6485732
    I say magical nothing, the ball just shouldn't be allowed to be held. You can still hit it with your fists or forearms, and feet, though.

    This is my version of what the court should look like. The idea is that the center of the field is narrow, but when you get to the ends, you've got a small pocket of things to bounce the ball off of.

    Also, from what I can tell, the ball doesn't actually have an AC. I'd say 10+Momentum? I've also suggested before that when the ball hits either a player or a Tower, it gets it's momentum halved, so that play deals more with getting momentum up and maintaining it than just pointing it in the right direction. It keeps traveling, though.

    In this case, the goal keeper would only be able to move around within the endzone, and not just their whole side.

    I don't know much about DnD, but I do think that I'll make some sort of write up about the fluff side of it.
    >> Blacksheepcannibal 10/29/09(Thu)16:13 No.6485894
    Players vs Monsters in this game would be incredibly amusing. I must find a way to put this into Eberron. A Kingdom team from each of the 5 (4) nations would be awesome. Would the Karrnathi field undead players? The team from Darguun all bugbears?

    I run 4e tho, so I think just allowing any attack on the ball would suffice (since any attack can be declared as non-lethal damage, effectively. Simple weapons only, though, maybe?
    >> Anonymous 10/29/09(Thu)16:20 No.6485958
         File1256847604.jpg-(899 KB, 1470x1200, Jecht_Shot_by_Vergilsparda666.jpg)
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    >>6485893
    Oh, forgot to say, the goalie bats would be nonlethal.
    The game should be brutal, but not dangerous.

    >>6485773
    Could just start it in the middle of the thing, at the corner of four squares. I don't think the goalies should be going that far away from the towers anyway.

    Perhaps some lines? You know, like soccer and football and all that? The goal box, the free throw line, etcetera.

    >>6485894
    It's no weapons. I know more about 4e than I do about 3.5, but I do think there's one problem there. Players do tons more damage, numerically. If each point of damage is a point of momentum, the ball will bounce about forever. I would also say no powers, but I kinda want this thing to be like Blitzball.
    The Sublimely Magnificent Jecht Shot Mark III.
    >> Anonymous 10/29/09(Thu)16:22 No.6485979
    What exactly is the reason it's called Seigeball?
    >> Anonymous 10/29/09(Thu)16:22 No.6485982
    >>6485893
    I'd say move the towers back one tile in each endzone, shorten the entire field by two tiles, add in >>6485773 's 3 tile strip of neutral ground in the middle, and that field would look pretty good.

    Also, the ball would have to be magical, how else would you explain how it flies around dealing damage and speeding up the more damage it takes?

    Also, I'd stick with the ball not losing any momentum when it hits the tower. Halving it when it hits players works because they're moveable and soft, but the towers are wood/stone and bolted to the floor, so the ball should just bounce clean off 9after dealing the damage, of course)
    >> Anonymous 10/29/09(Thu)16:24 No.6485990
    >>6485979
    The game's a metaphor for two armies trying to destroy each other's tower. So it's pretty much two opposing armies laying siege to each others' castle. Therefore, Siegeball.
    >> Anonymous 10/29/09(Thu)16:25 No.6485997
    >>6485979
    Oh... duh. Siege.

    I've been thinking it was pronounced "sage"ball for the last 2 hours.
    >> Anonymous 10/29/09(Thu)16:31 No.6486058
         File1256848308.png-(14 KB, 588x331, Siegeball.png)
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    >>6485982
    You know, with there being the squares at the ends, you could consider them the team's fort, being attacked by the other team.
    >> Anonymous 10/29/09(Thu)16:38 No.6486109
         File1256848682.png-(14 KB, 721x333, 1256847203222.png)
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    i took those suggestions for the field and added my own idea.

    thoughts?
    >> Anonymous 10/29/09(Thu)16:40 No.6486131
    >>6486109
    I'm having flashbacks of playing weapons and warriors here. Perhaps there could be a barrier aka the gate that the players have to break down? Be pretty interesting given the center area would become one huge deadland free for all zone.
    >> Anonymous 10/29/09(Thu)16:48 No.6486186
         File1256849321.png-(14 KB, 721x333, 1256847203222.png)
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    >>6486109
    seems good. but i'd suggest making the neutral zone a bit bigger, like so.

    the green is the neutral area that players must not be inside when the game starts, the light green is where the ball starts, and the light blue/red areas are the area where that team's goalkeeper is allowed
    >> Anonymous 10/29/09(Thu)17:02 No.6486305
    >>6486109
    I like it.
    >>6486131
    eh...

    So what should the fluff be for this? Like I've said, I don't know much about 3.5, but I do know a bit about 4e. I see a rivalry between Teifling and Dragonborn teams.

    I also see the game played wearing nothing but a sort of Gi looking thing, arms and legs bandaged up with gauze. Maybe shin and forearm guards to keep them from getting knocked by other players. If I had the good fortune to have actually played a game of 4e, and knew even more about THAT, I'd probably make a Sieger paragon path, with moves related to using a Siegeball to attack enemies, as well as using it in Siege matches.

    The ball is heavy and rubber, about the size of a dodgeball, and a little thicker, but not as thick as a basketball. Players move the ball by kicking it, but aren't allowed to actually grasp the ball in any way. When play starts, the three Strikers are positioned triangularly, with the head in the middle, set to go after the ball when the whistle blows.

    Do we want the blockers, or not? I like the idea of people on the team who's only job is to tackle people, and the idea of different positions. It gives the kids watching the sport someone to look up to, and puts in variations of play. It could also be interesting for those paragon paths.
    >> Anonymous 10/29/09(Thu)17:04 No.6486333
    >>6486186
    Then each team starts behind a wall in the middle, and when the game starts, the wall is pulled into the sides while the announcer makes a count down. The Strikers then run across the field to make it to the ball. Makes things a little theatrical for the fans.
    >> Anonymous 10/29/09(Thu)17:10 No.6486386
    >>6486305
    no to different positions other than the goalie. it would just lead to players arguing over who gets to be (or has to be) the blockers instead of getting on with the game.

    and i'm with the original wiki post and >>6485982 on the ball being magical and floating about 3 or 4 feet above the ground, so it can be kicked or punched. I just cant see people being able to destroy a wood (or stone, we still need to decide that) pillar just by kicking a rubber ball at it. I'd say it'd look like the ball in >>6485507 but with a glowwy plasma-ball effect inside it.

    And as for uniforms, I'd say anything-goes. teams wearing fullplate to stop them being knocked out so fast. All-monk teams wearing their school's uniform. Obligatory all hot female team wearing revealing costumes. And of course the PCs wearing whatever mishmash of random shit they normally wear.
    >> Anonymous 10/29/09(Thu)17:11 No.6486392
    >>6486305
    No positions other than main players and goalie
    >> Anonymous 10/29/09(Thu)17:13 No.6486409
    the rulebook to bloodbowl is free faggots
    >> Anonymous 10/29/09(Thu)17:21 No.6486470
    the ball would have to be magic, simply because it does not behave like a normal ball.

    for one thing, it selectively deals damage depending on what it hits. nothing at all to arena walls, non-lethal to players, and normal damage to the towers.

    that and it decelerates at a constant rate, rather than an inverse-square like pattern like a normal ball does. a normal ball rolls for a long time, but the siegeball ball stops dead quite quickly
    >> Anonymous 10/29/09(Thu)17:23 No.6486485
         File1256851409.jpg-(149 KB, 700x550, d9bd4bf5c052ecb0f1b6bbd6d5c12a(...).jpg)
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    I have no idea how to edit wikis, so I'm going to suptg this thread just in case.
    >> Anonymous 10/29/09(Thu)17:24 No.6486497
    >>6486386
    I guess there wouldn't need to be different positions, but I do still like that idea. You could think of it less as players arguing and more that they're taking the position that's better for them. I'm mostly thinking of how it works in world, less how the play would work for the players, though. One of my problems at the moment is how to set up the stands so that there's still a wall to knock the ball on, and so that they can see each team's fort. The curved fort makes that easier.

    As for the ball, I think it'd be fine, the Tower is what you'd need to be special. Make it so that it gets knocked down when it takes enough damage, or something like that. Which brings up another fluff detail I'm worried about. The way it is now, it relies on too much equipment. Magic ball and or tower, a walled court, and a tower of some unidentified material. Makes it hard to do pick-up games.

    But, I don't think towers not taking enough damage from a rubber ball is much of a problem, because mechanically all it needs to do is take damage from the ball. What matters more to me is making it so that a bunch of teenagers could play the game on weekends without having to use incredibly specialized things, and needing to make a tower every time they play.
    >> Anonymous 10/29/09(Thu)17:30 No.6486551
         File1256851809.gif-(1 KB, 142x98, 1220248151082.gif)
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    >>6486497
    >What matters more to me is making it so that a bunch of teenagers could play the game on weekends without having to use incredibly specialized things, and needing to make a tower every time they play.
    >A sport designed for adventurers who could probably punch the heads off an entire bunch of teenagers without breaking a sweat.

    You're joking, right?
    >> Anonymous 10/29/09(Thu)17:30 No.6486558
    >>6486470
    Well, most of it is just simplification. In a real world, it would obviously have different properties, but here we're making it simpler. Otherwise the GM would constantly be making rolls or making calculations. I'm also going by the assumption that if a player bounces the ball from a wall, they get to decide what direction it bounces, maybe with a roll if they end up bouncing it along some five walls.

    I'd also say that players can move up to their Dexterity bonus if the ball comes within that distance of them, making things a little more hectic. It also stops balls from going by two squares away from you and not being able to do anything.
    >> Anonymous 10/29/09(Thu)17:35 No.6486591
    >>6486551
    Again, this is a difference of gameplay and story segregation. It's being designed here for the adventurers, but in world it would be designed for people who play the game. Athletes.
    And children would want to emulate those athletes, just like they do in the real world, and just like they did ages ago with Ulama.

    You want something to play a soccer like game in DnD. I want to make something that's a realistic sport for the setting, one where the players might not be playing, they might be watching or betting on or any number of things. A sport like Quidditch or Blitzball, where it's actually part of the setting, and not something tacked on.

    Besides, DnD is insanely gear dependent. With no weapons or armour or special powers, DnD characters become less the kind of people who can punch the heads off of a bunch of teenagers and more athletes.
    >> Anonymous 10/29/09(Thu)17:37 No.6486603
    >>6486497
    Yeah no. Siegeball is the exactly NOT the kind some random kids can play in the street, and not just because they'd keep knocking each other unconscious. It needs a special arena.

    That and another vote for magic ball simply because of the speed it can reach when bounced between several players.
    >> Anonymous 10/29/09(Thu)17:38 No.6486609
    >>6486591
    >I want to make something that's a realistic sport for the setting

    Well i guess siegeball isn't for you
    >> Anonymous 10/29/09(Thu)17:42 No.6486636
    >>6486497
    >>6486558
    >>6486591

    gb2/sp/, fag.

    you keep your 'realistic' 'for all ages' sports, and let us have our high velocity magical fantasy face-wrecker
    >> Anonymous 10/29/09(Thu)17:46 No.6486676
         File1256852815.png-(14 KB, 546x566, 1227743169733.png)
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    >>6486591
    >I want to make something that's a realistic sport for the setting

    Why not just have them play soccer then, instead of trying to turn some other game into it?
    >> Anonymous 10/29/09(Thu)17:48 No.6486690
    yeah, they shouldn't have any positions besides Strikers/One Goalie.

    I'd make a team of a Monk Goalie, a Hulking Hurler and three gnomes. The hurler pitches the gnomes at the people on the other team to KO them then just bashes the tower down at his leisure.
    >> Anonymous 10/29/09(Thu)17:48 No.6486692
    What if each setting/region/city had a slightly different court? Or something? With some being squares and others being rounded-off and having slightly different dimensions.

    Since I haven't played it I don't know how magic and whatnot from either 3.5 or 4e would affect it, but like boxing has different weight classes, Seigeball could have different rulesets of no, some or all magic allowed...or something.

    I'm just really liking this idea and would probably want to DM G Gundam-ish setting where Seigeball is pretty much equivalent to the Gundam Fights, only without any kind of Dark Gundam conspiracy or whatever.
    >> Anonymous 10/29/09(Thu)17:50 No.6486718
    >>6486692
    That was one of my original ideas, but we should probably get the standard base rules and stuff sorted out before we get into that stuff.
    >> Anonymous 10/29/09(Thu)17:54 No.6486752
    >>6486636
    Realistic within the setting. I like the idea of the thing actually feeling like it belongs instead of just something put together for the players. It can be as high speed as you want, but that doesn't mean that people won't want to play games in the streets.

    I mean, in Ulama you get your heart cut out, but that didn't stop people from playing it.

    >>6486603
    Not necessarily. The arena could be something as simple as a street, or they could just have one at whatever passes for a school in the setting. It's likely that if there was a game, there'd be ways for people to play it, or places for teams to practice.

    Bringing up the insane speed of the ball brings up a good point though. It shouldn't be able to go forever, or players could just punt it between them for as much momentum as they can. The Momentum should be capped at whatever level the game is being played at. Which brings me to the next good point: The level of the match. There should be some amount of variability in the game, with a scaling level. While the game has no weapons or armour (except maybe standardized gear), it still shouldn't be the same game at levels 1 and 20.

    Unrelated to this, I'd say that you should be able to kick the ball into another player, taking a penalty to the shot, but increasing it's DC, and giving them higher chance of getting knocked out by it.
    >> Anonymous 10/29/09(Thu)17:56 No.6486776
    >>6486718
    Well, since I haven't actually played a game I wouldn't know what rules need fixing
    >> Anonymous 10/29/09(Thu)17:58 No.6486793
    >>6486676
    For the same reason there's Blitzball and Quidditch. Why make a game if it's just for the PCs? That's retarded. Why in God's name would you put something into a setting that serves no purpose? If you put it in your setting, how are you going to use it? Are the PCs going to be Siegeball players? Then you'd need to have it as more than just mechanics anyway.

    Do you even think about these things before you say something? Seriously, what would you do with this game if you don't think about them? Do you really think the fact that a professional match can end in blood and tears would stop kids from playing it on the playground? Look at hockey. Five year olds still play that, and it's regarded as a sport where there's more fighting than scoring.
    >> Anonymous 10/29/09(Thu)17:59 No.6486800
    >>6486752
    >Unrelated to this, I'd say that you should be able to kick the ball into another player, taking a penalty to the shot, but increasing it's DC, and giving them higher chance of getting knocked out by it.

    Have you read the rules? As long as they don't hit it back at you (or to a teammate), you can do just that. Also,

    >Bringing up the insane speed of the ball brings up a good point though. It shouldn't be able to go forever, or players could just punt it between them for as much momentum as they can.

    we decided earlier that the ball's AC is higher the more momentum it has, so the faster it's going, the harder it is to hit. Also, hitting it in mid-shot is an attack of opportunity, so each character can only hit it once per shot.
    >> Anonymous 10/29/09(Thu)18:04 No.6486838
    >>6486793
    Then make it realistic in your setting and shut up. Nobody else gives a damn.
    >> Anonymous 10/29/09(Thu)18:08 No.6486870
    >>6486838
    Alright, so what are you going to do?

    Sit here and do nothing? Gotcha. I'm going to keep doing what I'm doing then.
    >> How do I shot trip? !H508X.HbJ6 10/29/09(Thu)18:15 No.6486924
    >so each character can only hit it once per shot.

    Combat reflexes, yo
    >> Anonymous 10/29/09(Thu)18:49 No.6487165
    i can just imagine 4 players in a square around an enemy, one hits it to the next, until it reaches the 4th person, then they just blast it into the enemy in the middle and knock him out.

    hell, i could see a siegeball ball being modified to do lethal damage to non-party members being an awesome weapon outside of the arenas
    >> Anonymous 10/29/09(Thu)18:56 No.6487232
         File1256857005.jpg-(93 KB, 640x416, ff10_wakka_full.jpg)
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    >>6487165
    That's what a Sieger paragon path would function around.
    The character would learn to use specialized moves in Siege matches, and would be able to use Siegeballs outside of the court as a weapon, even weaponized Siegeballs that are treated like weapons for magicking up.
    >> Anonymous 10/29/09(Thu)18:59 No.6487256
    >>6487232
    but the siegeball isn't a weapon though. i can understand learning techniques that can increase the momentum put into the ball, but it would still just be an object that can be smacked around by any party member to do damage.
    >> How do I shot trip? !H508X.HbJ6 10/29/09(Thu)19:01 No.6487279
    >>6487256
    >put spikes on it
    Advicedwarf
    >Now it is a weapon regardless of what it was
    >> Anonymous 10/29/09(Thu)19:05 No.6487324
         File1256857532.jpg-(14 KB, 358x333, 3196260blitzball.jpg)
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    >>6487256
    The Blitzball isn't a weapon either.

    I may want to come up with ideas for how the teams work, the positions of the players, the politics of it, and the way the game is perceived by the fans, but this is a world where firebreathing dinosaurmen would be playing kickball games with tiny little munchkin people.

    I don't think the siegeball not being a weapon is much of a problem. I'm also not going to worry about how you could kick, punch, or spike a ball that's on fire and covered in spikes. It works for Wakka.
    >> How do I shot trip? !H508X.HbJ6 10/29/09(Thu)19:07 No.6487340
    Why the hell has no one even mentioned boufball?
    >> Anonymous 10/29/09(Thu)19:10 No.6487374
    So... archive worthy thread? I'm intrigued but don't have time to read at work.
    >> Anonymous 10/29/09(Thu)19:29 No.6487593
    -You may use an attack of opportunity to hit a ball that is about to hit you.
    -if you miss your Attack of Opportunity, choose not to take an AoO, or have no AoO left for this round, you take nonlethal damage equal to 1/2 the ball's current momentum points, are stunned, and the ball rebounds in a random direction (determined with 1d8, similar to a grenadelike weapon's spash)
    - A ball gains 1/2 its current momentum points as a dodge bonus to AC.
    - flying is forbidden, levitation is forbidden, spells over 3rd level are forbidden (just because of the damage they put out)
    -only spells that require attack rolls add momentum points to a ball.
    -dealing lethal damage to other players is forbidden

    there should probably be a cap on momentum points also, though i think the ac bonus would act as a soft cap, since it would be harder to add points the higher the AC was.
    >> Anonymous 10/29/09(Thu)19:34 No.6487646
    >>6487593
    most of these are (or are very close to) current rules on the wiki. although i do like the idea of magics that deal no damage but buff/debuff being allowed
    >> Anonymous 10/29/09(Thu)19:34 No.6487648
    >>6487593
    >- flying is forbidden, levitation is forbidden, spells over 3rd level are forbidden (just because of the damage they put out)
    >-only spells that require attack rolls add momentum points to a ball.
    Official games should be played in antimagic fields. Buffs may or may not be an exception.
    >> Anonymous 10/29/09(Thu)19:36 No.6487670
    feat ideas:
    -you may deliver a stunning fist attempt through the ball, against the next person to attack or be hit by the ball.
    -after you hit the ball, it deals 1d6 energy damage to the next person/object it rebounds.
    -you may hit the ball in such a way that you decrease the momentum points the ball has by an amount equal to half your damage.
    >> Anonymous 10/29/09(Thu)19:40 No.6487724
    This has been done guys.....


    Dragon #328 - February 2005:

    * Nonlethal Scenarios by Mike Mearls.

    Three nonlethal scenarios, all of which makeuse of new respawning rules. The scenarios are Capture the Flag,Dungeonball and The Great Race. Four lethal scenarios are also brieflydescribed: Big Versus Little, Endless Hordes, Last Stand andTeleportation Chaos.
    >> Anonymous 10/29/09(Thu)19:43 No.6487764
    >>6487724
    uh, isn't dungeonball entirely nothing like this, except only in that it has 'ball' in the name?

    go fail to be smart somewhere else
    >> Anonymous 10/29/09(Thu)19:43 No.6487767
    >>6487724
    Then upload it.
    >> Anonymous 10/29/09(Thu)19:46 No.6487784
    >>6487724
    >Three nonlethal scenarios, all of which makeuse of new respawning rules. The scenarios are Capture the Flag,Dungeonball and The Great Race.
    >Three nonlethal scenarios, all of which makeuse of new respawning rules.
    >all of which makeuse of new respawning rules.
    >respawning

    Doesnt dying and then coming back to life a second later the exact opposite of nonlethal?
    >> Shas'o R'myr !!TZikiEEr0tg 10/29/09(Thu)19:47 No.6487794
    >>6487784

    It's be lethal if there was no respawn.
    >> Anonymous 10/29/09(Thu)19:48 No.6487809
    >>6487794
    but to respawn you have to die

    that's not non-lethal, that's repeatedly-lethal
    >> Shas'o R'myr !!TZikiEEr0tg 10/29/09(Thu)19:49 No.6487813
    >>6487809

    Yea, you are killed, but you get better.

    Lethal means you die when you are killed.
    >> Anonymous 10/29/09(Thu)19:54 No.6487866
    >>6487764
    fail to be a dick somewhere else.

    Image is dungeonball rules, and they are damn similar to the one some fa/tg/uy "made up".
    >> Anonymous 10/29/09(Thu)19:55 No.6487873
         File1256860521.jpg-(96 KB, 712x617, dungeonball.jpg)
    96 KB
    forgot image because im a tard.
    point is still valid.
    >> Anonymous 10/29/09(Thu)19:55 No.6487878
         File1256860557.jpg-(109 KB, 798x664, respawn.jpg)
    109 KB
    also, respawn rules mentioned in text.
    again, all this is from Dragon 328.
    >> Anonymous 10/29/09(Thu)19:56 No.6487892
    >>6487866
    >>6487873
    >>6487878
    anyway, this was originally a game for the DND MINIATURES, so alot of the concerns in thread werent valid there.
    >> Anonymous 10/29/09(Thu)20:16 No.6488113
    >>6487873
    so it's just soccer but the ball deals 5 damage when it hits you?

    yes, thats EXACTLY like this game

    gtfo
    >> Anonymous 10/29/09(Thu)20:32 No.6488250
    I've got some spare time tomorrow, so I'll try to clean up the wiki article. If we could get a cleaned-up version of the arena layout from >>6486186 that would be very helpful.



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