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Homebrew Rules for Goat-Ball

As promised, we will briefly discuss goat-ball and I will then provide my attempt at homebrew rules for the game, should players want to engage their characters in the game more fully.

As Written

Goat-Ball is described thusly:

Goat-Ball is a team sport similar to dodgeball. It uses a furry, misshapen ball made of stuffed goat hide and also requires a dozen or more elevated platforms (usually pillars or tree stumps) arranged in a random pattern. Two teams of four players clamber onto the platforms, pass the ball back and forth, and try to knock their opponents off their platforms. A team wins if all its opponents have been knocked out of the game.

Icewind Dale: Rime of the Frostmaiden, pg. 166.

The Rules provided in the same sidebar are:

To determine the outcome of a goat-ball game, have each player in the game make a Strength (Athletics) or Dexterity (Acrobatics) check (their choice). Add up the totals for each team. The team with the highest total wins. In the event of a tie, the game goes into overtime and all the players re-roll.

Icewind Dale: Rime of the Frostmaiden, pg. 166.

What’s Wrong?

Nothing, necessarily. It’s quick, neat and efficient. Maybe that’s what’s bugs me a little bit. The same basic rules could be used to resolve any game. I like a bit more diversity than that.

RotF is a brutal campaign, with characters slogging their way across a frozen tundra that at any moment could explode in a snowy frenzy and kill them outright. Combat is likely to abound, and there are plenty of ways to die in the frozen north. Why not take the time to engage in something that is a bit lighter and frivolous?

Of course, either the DM or the players could just want to get it over with, or avoid playing altogether, but I suggest trying the following for something a bit different.

My Rules

Starting:

Goat-Ball is played with neither weapons or armor, so if they want to fit in properly, they should remove those items from their person. Likewise, packs and other heavy items wouldn’t make sense to wear, so assume that all the players gear is set aside and kept safe (or not…that could be fun as an optional side quest…). Keep I sporting, so no magic abilities, spells, etc.

Once all players have climbed onto a platform and are ready, have all players (including NPCs) roll initiative. Separate initiative rolls for each NPC in the game is important, so if you’re used to running all NPCs together, don’t in this case.

Roll a d8 to choose which player starts with the ball. This player begins the game, regardless of what their initiative count is. If they aren’t first, they act first on the first round and then drop to their proper place in turn order.

The Ball

The goat-ball ball has a range of 20’/40’. Checks made to pass, catch, or shoot are made at disadvantage over 20’, and automatically fail over 40’.

If the ball is dropped, the nearest player on the team that did not drop it gains possession.

When a player is knocked off their platform, they give possession to the player (on either team) of their choosing.

Move

A player can only move on their turn. Touching the ground disqualifies a player, so moving is done via jumping from one platform to another. Jumping to an adjacent platform costs movement but does not require a check. If a player doesn’t have the ball, all they can do on their turn is move (think of it as positioning yourself in a game like basketball).

Passing and catching:

A player can pass the ball on their turn. Passing successfully requires the passer to make an (Athletics) check and the receiver to make a (Acrobatics) check wit h a shared DC equal to twice the distance passed. So, a 10’ pass has a DC of 20 that can be met by almost any combination of checks that add up to that number. Apply critical fails and successes to this process. If the pass succeeds by 5 or more, the receiver can make a pass or shot as a reaction. There is no limit to the number of reactions that can be used in this way.

Intercepting

If the ball would pass through the space of a player, they can attempt to intercept it as a reaction. The intercepting player makes a Dexterity (Acrobatics) check against the Strength (Athletics) check of the player passing the ball. On a succeed, the player gains possession of the ball. If the check succeeds by 5 or more, they can throw it as a reaction.

Shooting

Throwing the ball with the intention of knocking an opponent off their platform requires a Strength (Athletics) check against the targets AC (which is equal to 10 + their DEX modifier.  When a target is chosen, if the target can see the attacker, they make a decision how to react before the attack roll is made. They can choose to: (a) block the ball and hold their position (Athletics check against attack roll, or Strength save), (b) catch the ball (Athletics or Acrobatics check against the attack roll), or (c) dodge the ball entirely (acrobatics or Dexterity save against attack roll). If the roll to hit succeeds against AC the shot is on target, and if the opposing check is failed, the target is knocked off the platform. On a successful check or save against the attack, the desired effect is accomplished. If the roll to hit misses, the ball goes wide and is retrieved and given to the target player.

Reactions

There is no limit to the number of times a player can block, dodge, or catch the ball.

A player can only throw the ball as a reaction if their skill check to catch succeeds by 5 or more.-

Knocked Off

If a shot hits the target’s AC, and the target fails to catch, dodge, or block the ball, they are knocked off the platform.

Victory

When all members of the opposing team have been knocked off, the other team wins. At the DMs discretion there may be prizes, prestige, reputation, or rivalry. Have fun with it.

I’m sure that looks complicated, but really it’s just a few basic skill checks. Hopefully it fills your game time with some satisfaction and something a bit different than the usual stuff.

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