Spiked Balls!
Posted: Tue Sep 12, 2006 1:12 am
Anyone experimented with spiked ball rules? We've been trying some ideas for our dungeonbowl games (3 players, 2 balls, 1 normal, 1 spiked!)
We decided to stay away from the old rules of throwing the ball at players and using the block dice to see what happens, and are using something similar to the rules in the special cards of the LRB5. Which are based around the stab skill if a player fails to pick up, catch the ball!
Main additions are, the player holding the ball gains the stab skill whilst he has the ball.
We haven't tried rules for the player throwing the ball as a weapon yet, but i belive this could be good!
Players holding the spiked ball may use their pass action the throw the spiked ball at a player with an aim to injure them.
Using the passing rules, nominate a target square and follow the passing rules as normal, except, only quick and short passes may be attempted. If the ball lands on a player, the player must attempt to catch the ball with a -2 modifier. If the player fails the catch he must make an armour roll as he had been attacked with the stab skill.
I'm thinking that quick passes could use a +1/+1 modifier to armour or injury also.
What do people think?
Of course throwing the ball at a player would result as a turnover, and it wouldn't probably be used much, but it's interesting to have the rules for the more sadistic coaches out there!
We decided to stay away from the old rules of throwing the ball at players and using the block dice to see what happens, and are using something similar to the rules in the special cards of the LRB5. Which are based around the stab skill if a player fails to pick up, catch the ball!
Main additions are, the player holding the ball gains the stab skill whilst he has the ball.
We haven't tried rules for the player throwing the ball as a weapon yet, but i belive this could be good!
Players holding the spiked ball may use their pass action the throw the spiked ball at a player with an aim to injure them.
Using the passing rules, nominate a target square and follow the passing rules as normal, except, only quick and short passes may be attempted. If the ball lands on a player, the player must attempt to catch the ball with a -2 modifier. If the player fails the catch he must make an armour roll as he had been attacked with the stab skill.
I'm thinking that quick passes could use a +1/+1 modifier to armour or injury also.
What do people think?
Of course throwing the ball at a player would result as a turnover, and it wouldn't probably be used much, but it's interesting to have the rules for the more sadistic coaches out there!