Welcome
To join our community, please log in or register!
New to Avalore?
Head over to the Getting Started page to learn what you need to know!
Internet Explorer
Internet Explorer is not supported. Please upgrade to a more modern browser.

The Rules of Basketball
Started by Kamaoe

A game of strength and agility, basketball has existed in one form or another for many years.
Now it’s been brought to the Spire for you to partake in.

To keep the game streamlined, I’d suggest at most, two teams of three.

 

Basketball uses modified combat mechanics. The game starts with both teams rolling initiative which is a flat dex roll. Order will go from greatest number to least. The person who rolls highest initiative can choose which player on the team gets the ball.

12 is still the DC for success, and is included in successes. Anything lower will result in a failure of action.

 

Two actions and movement up to 5 blocks can be taken on a turn, actions are as follows;

  1. Dash - Use an action to move 4 additional blocks and get to a destination quicker.
  2. Block - Bodily move to block another player from movement, both parties use a Str: Athletics roll and the higher number determines a successful block vs unsuccessful block. This action can only be taken once per turn.
  3. Pass - Pass the ball to another player with a Dex: acrobatics roll. If they succeed in their own Dex: acrobatics roll, they will receive the ball. A failure will result in a FUMBLE. In a FUMBLE the ball lands 3 spaces away from the player who tried to pass. The greater a distance one tries to pass, the more difficult it is for the passer to pass.
    -
    7 to 8 blocks: Pass with a -2 modifier
    - 5 to 6 blocks: Pass with a -1 modifier
    - 1 to 4 blocks: Pass with no negative modifier
  4. Pick-up - When a FUMBLE occurs, the three players nearest the ball receive Pick-up outside turn order as a free action. This is a Str: Athletics roll between the three to regain control of the ball, the highest roll will obtain the ball.
  5. Commit Interference - This is an attempt by one player to obtain the ball from another player. This action may only be committed once per turn. The players in question may roll either Dex: acrobatics or Str: athletics to determine if the ball is knocked out of the baller’s hands and taken or if a shot makes it into the basket. The higher roll indicated success, and the challenged party rolls with a +2.
  6. DUNK - A sick dunk may be attempted by the player with the ball. The DUNK must be preceded by a dash action so the player may gain momentum. The player must pass a Dex: acrobatics or a Str: athletics to complete the DUNK. The DUNKer must be within 4 blocks to commit a DUNK
  7. Shooting - Beginning at 7 blocks from the basket, a player with a ball may throw to score. The player with the ball will roll a Dex: acrobatics or a Str: athletics. The closer the player is to the basket, the lower the negative modifier will be to shoot.
    - 7 to 8 blocks: Shoot with a -2 modifier
    - 5 to 6 blocks: Shoot with a -1 modifier
    - 1 to 4 blocks: Shoot with no negative modifier



I am not a systems person, so if anyone sees anything I should change, please message me.
Written by Kamaoe (omg, me!)

  • x9