Hi there,
I am toying with the idea of creating a session in which the PCs have to play Limmie/Bolo-ball (like Soccer). How would you handle this ruleswise?
Hi there,
I am toying with the idea of creating a session in which the PCs have to play Limmie/Bolo-ball (like Soccer). How would you handle this ruleswise?
It's called Brawl.....
13 minutes ago, 2P51 said:It's called Brawl.....
Soccer not Football
Limmie is hands on according to lore.
There are rules for a American Football type game here http://www.rpg.buzz/downloads/StarWarsRebels_RPG_Sourcebook.pdf .
A little tinkering could be turned into a soccer like game.
2 hours ago, kingpin000 said:Hi there,
I am toying with the idea of creating a session in which the PCs have to play Limmie/Bolo-ball (like Soccer). How would you handle this ruleswise?
How complicated do you want to make it?
Given sufficient tinkering, you could almost certainly shoehorn the existing rules into a configuration that would let you more-or-less simulate an athletic contest. If you have players that are looking to be the next Cael Hanarist, this may be the way you want to go. The grav-ball rules from Spark of Rebellion are a great place to start.
Many would probably narrate through the match. When the players describe a strategy they want to attempt, call for an appropriate roll: Athletics, Coordination, Brawl, Ranged (Light), etc. are all likely choices, but the sky's the limit. Success or failure can result in points scored, or affect the results of the final roll to determine the game.
Personally, I'd go for a one-roll resolution. Narrate through the match as above, but when the players narrate their tactics and athletics, I'd just add Boosts or Setbacks to a bowl on the table and make one big roll at the end to determine the outcome.
Edited by SFC Snuffy9 hours ago, jnrschulz said:There are rules for a American Football type game here http://www.rpg.buzz/downloads/StarWarsRebels_RPG_Sourcebook.pdf .
A little tinkering could be turned into a soccer like game.
Grav-Ball works too... thanks a lot.
Sounds like a few Athletics checks to me...
You have a few options, depending on the scope.
If you wanted to do an entire match in just a single check, then I'd allow each team to assemble their side of a combined check pool for either Athletics or Coordination (or possibly resilience). Have them go opposed, with net success or failure determining the score (or possibly a tie).
You could use this same technique to handle a match in a few checks, with threats and advantages can be penalties that one team or another suffered, while triumphs and despairs might be key ejections. Penalties and ejections might modify the pool for the next quarter/half/whatever of the match.
If you want to up the trickiness of this, make it so they have to use all three skills (Athletics, Coordination, Resilience) in any sequence they like, but they can't repeat a selection once used. A triumph or despair might let one side or the other pick second after seeing their opponent's pool.
You can pretty easily adapt Mass Combat rules for games as well, particularly if the PCs are only coaching, or spectating.
Otherwise, the other option is to straight up run it in structured time like a combat. Have each quarter/half whatever take up X amount of rounds before play expires. I'd suggest three maximum. Have a moment in between where a coach can try Inpisring Rhetoric, a Leadership check, or some other applicable talent/check to motivate their players or heal any strain they might have spent on double maneuvers and the like.
I'd do something like.....
Initiative test, whoever gets the highest, instead of doing slots, just gets possession of the ball. Then structured play resumes as normal. characters can make athletics or coordination checks to advance the ball from Long range forward, or try to steal it away. On a despair, you turn the ball over. On a triumph, you score right away. Otherwise, the only way to score is to advance the ball to the appropriate range, and make a Ranged Light check opposed by Coordination or Athletics of the goalie. The goalie's check might be assisted by other defenders, adding setbacks or even increasing the difficulty.
On a defender's turn, they are trying to take the ball away with their checks, and then their teammates can advance it from there.
You do 2-3 rounds of combat like that, then take a break for half or quarter, then come back and do it again.
Something to that effect should get you what you need.
3 hours ago, KRKappel said:You have a few options, depending on the scope.
If you wanted to do an entire match in just a single check, then I'd allow each team to assemble their side of a combined check pool for either Athletics or Coordination (or possibly resilience). Have them go opposed, with net success or failure determining the score (or possibly a tie).
You could use this same technique to handle a match in a few checks, with threats and advantages can be penalties that one team or another suffered, while triumphs and despairs might be key ejections. Penalties and ejections might modify the pool for the next quarter/half/whatever of the match.
If you want to up the trickiness of this, make it so they have to use all three skills (Athletics, Coordination, Resilience) in any sequence they like, but they can't repeat a selection once used. A triumph or despair might let one side or the other pick second after seeing their opponent's pool.
You can pretty easily adapt Mass Combat rules for games as well, particularly if the PCs are only coaching, or spectating.
Otherwise, the other option is to straight up run it in structured time like a combat. Have each quarter/half whatever take up X amount of rounds before play expires. I'd suggest three maximum. Have a moment in between where a coach can try Inpisring Rhetoric, a Leadership check, or some other applicable talent/check to motivate their players or heal any strain they might have spent on double maneuvers and the like.
I'd do something like.....
Initiative test, whoever gets the highest, instead of doing slots, just gets possession of the ball. Then structured play resumes as normal. characters can make athletics or coordination checks to advance the ball from Long range forward, or try to steal it away. On a despair, you turn the ball over. On a triumph, you score right away. Otherwise, the only way to score is to advance the ball to the appropriate range, and make a Ranged Light check opposed by Coordination or Athletics of the goalie. The goalie's check might be assisted by other defenders, adding setbacks or even increasing the difficulty.
On a defender's turn, they are trying to take the ball away with their checks, and then their teammates can advance it from there.
You do 2-3 rounds of combat like that, then take a break for half or quarter, then come back and do it again.
Something to that effect should get you what you need.
Thats exactly how the Grav-Ball rules are made from the fan-made pdf above.
Great minds and all that!