Dodgeblock
It was some time after the great Goblin wars. Peace had finally settled, and the dwarves, being the creatures that they are, needed something to pass the time. A few (horribly failed) experiment with games, including, but not limited to, baseblock (the logs broke), basketblock (no one could make a basket), volleyblock (One word: spikes), and, of course, underwater basket weaving.
It was during a random tantrum, when a crazed dwarf picked up a block and chucked it at a nearby dwarf, that the dwarves suddenly came up with a grand sport: Dodgeblock.
Playing:
There are 6 players on each team.
There are 6 blocks in the middle of the playing area.
Each team is trying to eliminate the opposing team by getting all of the opposing team's players out.
To get a player out, a player of the opposing team must hit the player with a block or catch the block thrown by the player.
If you catch a block, another dwarf (if your team has less than 6 players) comes back into the game.
You cannot step over the blue line. Doing so will get you out. You can suicide throw by jumping over the line and throwing.
Stats:
There are 6 stats that determine the skill of the dodgeblock players: Accuracy, Power, Dodge, Catch, Block, and Speed. These should be fairly obvious as to what they do.
You will be given 12 stat points.
You start with 4 points in each stat. You can go below 4, but you will only gain half the points (rounded down)
Mechanics:
If you roll a 0 for dodging, catching, or blocking, you will be out instantly.
Ties go to the defender.
Throwing:
A block is thrown, going the distance equal to the thrower's power (Standing right next to someone is 0 distance.) The throw is rolled using the Accuracy of the thrower (1dAccuracy). The thrower uses 2 power per throw (Or 3, depending on the throw).
On each throw, the throwers power goes down by 2. Every turn, one power is restored. At the cost of 3 power, you can throw for +1 accuracy and power, but you do not regenerate power that turn.
Dodging:
A block is thrown using the accuracy roll (1dAccuracy) which is tested against a dodge roll (1dDodge). If the dodge roll matches or exceeds the accuracy roll, the block is dodged, continuing on until it runs out of power or hits the wall.
Blocking:
The player rolls to block per block held if holding one or more blocks. If the block rolls (The highest of all 1dBlock rolled) exceed the power of the block, the block is deflected at half power in a random direction.
A player must roll on their speed to see a reflected block before dodging.
If you are holding a block, you will gain a -1 to dodge and catch.
If you are holding two blocks, you will gain a -3 to dodge and catch and a -1 to accuracy.
If you are holding three blocks, you will gain a -6 to dodge and catch and a -2 to accuracy and a -1 to all blocks.
If you are holding four or more blocks, you will gain a -10 to dodge and catch (insta-fail) and a -4 to accuracy and a -3 to all blocks.
Catching:
The player rolls to catch against the power (1dCatch). Catching is hard to do, but if you catch a ball, you will get the thrower out and a player back in from your side.
Depending on your dodging style, you'll do these in a certain order and with certain modifiers.
Playing Styles:
Normal: Dodge, Block, Catch
Block: Block + 1, Dodge – 1, Catch – 1
Dodge: Dodge + 1, Block – 1, Catch – 1
Catch: Catch + 1, Block – 1, Dodge – 1
(Note: You can choose to not do any of these for any reason or switch the order in which they are done [This counts as a style change])
Movement:
Movement is based on speed.
Speed and Movement
1-2: 1 Square
3-5: 2 Squares
6-9: 3 Squares
10: 4 Squares
You lose 1 speed per square moved.
For Speeds 1-5, you regain 1 Speed. For Speeds 6-10, you regain 2 Speed.
For each block you are holding, you gain -1 to Speed.
Actions:
You can do two of many actions during your turn. (You can repeat actions.)
Move: You can move a number of squares depending on your Speed.
Throw: Throw a block.
Power Throw: Throw at +1 Power and Accuracy. No Power regeneration this turn. -3 instead of -2 to power.
Pass: Give a block to another player at range of half Power.
Jump: Jump half your movement (rounded up). This can be used for suicide throws.
These can only be done once per turn:
Aim: You throw at +1 to accuracy this turn.
Focus: You gain a +1 to dodge this turn.
Charge: You throw at +1 power this turn.
Double Actions:
Rest: You regain 1 extra Speed and Power this turn.
Free Actions:
Pick Up: Pick up a block.
Drop: Drop a block.
Change Style: Changes your playing style at the beginning of your turn.
Map:
12 x 12 with 6 x 12 per side.
You can start anywhere on the edge of your side of the map.
Sign-Up Form:
Name:
Symbol representing you:
Accuracy:
Power:
Dodge:
Block:
Catch:
Speed:
Style:
This is going to be a test game, as the mechanics are fairly untested. Bugs/balancing will be reworked for next round.
Players Needed: 12
Players: 12
Pandarsenic
Karlito
shoruke
SombreChapaeu
Kashyyk
Vlynndar
Luke_Prowler
Siquo
bob_smith
Errol
timmeh
Org
Rule Modifications:
Throws are based off of (Power + 1dAccuracy) / 2 now.
Stats cap out at 10.
Charge uses another block of Power.