Keeping fans in their place: BloodArenaBowl!
Posted: Tue Dec 24, 2002 3:56 pm
I don't like fan injuries for leaving the pitch, nor my players not getting SPP for laying a defender into the crowd.... So I came up with BloodArenaBowl!
The scene is a regular BB field surrounded by a rock-encrusted, spike-infested 6' (2m) wall.... The game plays exactly like BB with the following exceptions:
1. Players cannot be pushed off the pitch.
2. The ball can travel into the crowd as normal.
3. Block results are normal except against the wall.
4. Angled (45 degree) hits (any involving a push) roll for armor and/or injury as if the attacker had mighty blow (essentially +1 to either roll IN ADDITION to any other modifiers). On a push, if an armor roll succeeds, defender goes down in the pushed-to square. Roll for injury.
5. Corner or T-bone hits: same as above except there is no square to be pushed to, though you do hit the wall HARD! Attacker has two +1s to apply to armor and/or injury dice rolls; i.e., +2/+0, +1/+1, or +0/+2.... Any successful down result, or armor roll, will leave the defender in his/her square.
6. Players that are "chain-pushed" into the wall roll for armor at +0....
7. The attacker gets 1 SPP for "chain-pushed" injuries. The crowd sees this as collateral damage.
8. Double-downs do not bounce the defender off the wall.
This is the first draft and constructive criticisms are welcome!
The scene is a regular BB field surrounded by a rock-encrusted, spike-infested 6' (2m) wall.... The game plays exactly like BB with the following exceptions:
1. Players cannot be pushed off the pitch.
2. The ball can travel into the crowd as normal.
3. Block results are normal except against the wall.
4. Angled (45 degree) hits (any involving a push) roll for armor and/or injury as if the attacker had mighty blow (essentially +1 to either roll IN ADDITION to any other modifiers). On a push, if an armor roll succeeds, defender goes down in the pushed-to square. Roll for injury.
5. Corner or T-bone hits: same as above except there is no square to be pushed to, though you do hit the wall HARD! Attacker has two +1s to apply to armor and/or injury dice rolls; i.e., +2/+0, +1/+1, or +0/+2.... Any successful down result, or armor roll, will leave the defender in his/her square.
6. Players that are "chain-pushed" into the wall roll for armor at +0....
7. The attacker gets 1 SPP for "chain-pushed" injuries. The crowd sees this as collateral damage.
8. Double-downs do not bounce the defender off the wall.
This is the first draft and constructive criticisms are welcome!