It was inevitable.
Long-time readers of the ol' hobby blog will no doubt recall previous write-ups of basketball wizards, both for BECMI/OSR-type systems and for D&D 5e.
Fast-forward to four years later: one of my players from Of Kith and Kin is running his first game, and I'm playing a basketball wizard. So of course, he includes a basketball encounter featuring a battle map from Neutral Party and Gab's basketball rules.
We didn't care for Gab's rules.
In this era of ubiquitous internet, I assume it must be a rite of passage to excitedly grab someone's custom ruleset from a blog or other source only to have them fall apart during play. In this case, the rules feature six pages of rules that basically posit a new combat system — way too many rules to quickly internalize in play, especially given a new GM and two new players. (To compare: the entire combat chapter in the 5e Player's Handbook is ten pages long, and that includes edge cases that are unlikely to appear in every combat.)
Beyond being very rules-heavy, the system posits that each character gets three combat actions per round, so the system drags a bit. I suspect it would be good for small teams (the rules suggests 3-on-3 matches), or games where basketball is a constant feature, but not as just an occasional fun aside.
But you probably already see where this is going: I was inspired to create my own ill-advised D&D 5e basketball rules. (My basketball wizard has a home world, after all, and my spelljammer players might go there and shoot some hoops. Also note that there's a little precedent in my games: I have previously included a football/soccer encounter for my Crux of Eternity players, using a sphere of annihilation as the ball.) For your convenience, I have included it below in pdf and html. Although it is still a little long — a full page, front-and-back in my .doc file — many of those rules are just reminding you of rules that already exist in the Player's Handbook and explaining how they apply to basketball. I could probably edit it further, but without further ado...
The Obligatory D&D 5e Basketball Rules (pdf)
These rules extensively reference Chapter 9 of the Player's Handbook, and make extensive use of the "Variant: Skills with Different Abilities" section in Chapter 7 of the Player's Handbook.
The Abstracted Basketball Game
If you do not want to play through a whole round-by-round basketball game, you can simulate the entire game with group checks. Every player makes Dexterity (Athletics), and the DM assembles those results into a group check for each team. The team with the highest result wins.
If you need to know the precise number of points won in a game, assume a team scores a number of points equal to its Dexterity (Athletics) group check × 5. (Smaller games might use a ×1 or ×2 multiplier.) For example, a team with a group check of 14 scores 70 points. The DM might want to add 1d10 to the winning team's points or subtract 1d10 from the losing team's points to avoid perfectly round numbers each time.
The Round-by-Round Basketball Game
If you and your table want to play a basketball game with significantly more granularity, run it like a combat encounter. Each player rolls initiative and otherwise follows the procedures described in Chapter 9 of the Player's Handbook. A few points of interest are outlined below.
Possession
Initial possession is resolved with a jump ball: select two players on opposing sides to make contested Dexterity (Athletics) checks. The winner's team is the starting offensive team and begins with possession of the ball. It is up to the DM whether possession alternates thereafter, or whether it is always resolved by contested Dexterity (Athletics) checks.
Interacting with the Ball
Any attempt to shoot, pass, receive, or intercept the ball typically requires the Use an Object action. Attempting to shoot a basket requires a DC 15 Dexterity (Athletics) check. This check is at disadvantage if the shot is over 20 ft. away, and shooting a basket from more than 60 ft. away results in a loose ball. (If you're thinking in zones instead of feet, two-point shots are DC 15 and three-point shots are DC 15 at disadvantage.) At the DM's option, a character who can reach the basket with a high jump can make a Strength (Athletics) check at advantage to dunk the ball.
Passing the ball to a teammate is a DC 10 Dexterity (Athletics) check, although the character must be prepared to receive the ball with the Ready action. Passing the ball more than 20 ft. imposes disadvantage on the check, and attempting to pass from more than 60 ft. away results in a loose ball.
Conversely, if a character uses the Ready action to pass the ball on the receiving character's turn, the receiving character can interact with the ball freely during their move or action as described in "Other Activity on Your Turn" in Chapter 9 of the Player's Handbook.
Intercepting the ball requires the Ready action and a contested Dexterity (Athletics) check. The character must be within 5 ft. of the ball's trajectory to attempt to intercept it. If their Dexterity (Athletics) check is higher than the Dexterity (Athletics) check of the creature who was passing or shooting the ball, then they gain control of the ball. A tie results in a loose ball.
Loose Ball
A ball that misses the basket or is otherwise dropped lands in the space it was targeting or in the place where its movement was arrested. Each round at initiative count 20, the ball rolls or bounces 5 ft. in the most logical direction. If a direction is unclear from a given maneuver, the DM can roll 1d8 to determine direction, and the ball continues to move in that direction until stopped by another force.
A character can gain control of a loose ball either by interacting with it during their move or action, or by using the Use an Object action if they have already interacted with an object on their turn (see "Other Activity on Your Turn" and "Actions in Combat" in Chapter 9 of the Player's Handbook).
Other Combat Actions
Other actions described in Chapter 9 of the Player's Handbook might come into play. Examples include:
- Attack: Attacking is almost assuredly a foul in any friendly game, although there are no doubt illegal underground basketball games that allow contact, injury, or even death.
- Cast a Spell: The DM ultimately determines whether magic is allowed in a basketball game, and what constitutes a foul. Of course, in basketball games featuring Slamaturges and other magic-users, magic is generally allowed, with only a few banned spells (usually involving injuring opposing players).
- Help: The Help action can significantly increase a teammate's chances of making a shot, pass, or interception. A shouted word of encouragement, interference with an opposing team member, or being in the right place at the right time are all excellent ways to justify use of the Help action.
- Ready: The Ready action is likely to be the centerpiece of these basketball rules, as characters try to strategically maneuver the ball downcourt. Consider the utility of using the Ready action to pass the ball to a teammate who has just moved within twenty feet of the basket.
- Improvising an Action: The catch-all action from Chapter 9 of the Player's Handbook, this covers any potential edge cases you might encounter. A contested Dexterity (Sleight of Hand) check to steal the ball in mid-dribble? A contested Dexterity (Acrobatics) check to move through an enemy's space? A contested Charisma (Deception) check vs. an opponent's Wisdom (Insight) check to feint a pass?
Customization Options
Obviously, these rules are far from comprehensive, and are always subject to a modicum of DM interpretation and adjudication. Some customization options and specific rules interactions you may want to consider include:
- Can characters make Strength (Athletics) checks rather than Dexterity (Athletics) checks to shoot or pass the ball?
- I might be convinced, especially with a good rationale or description as to how Strength applies to a given maneuver. As written, strong characters are better at slam dunks than shots and passes.
- How does the monk's Deflect Missiles feature interact with receiving passes and interceptions?
- I would probably let Deflect Missiles receive passes as a reaction, although as worded, it doesn’t strike me as though it would have any effect on interceptions.
- Do you have any special guidelines for the rogue's Reliable Talent feature?
- I do not. The most obvious defense against a high-level rogue is going to be one or two players constantly guarding them, using the Ready and Help actions to make an interception.
- Can the Interception Fighting Style also apply to basketball interceptions?
- I would probably allow it, although since the Fighting Style automatically assumes deflecting an object rather than catching it, it might always result in a loose ball. The fighter just swats the ball away as a reaction.
- Any weird magical variants?
- Many. My favorite involves using a sphere of annihilation instead of a basketball, although the risk to the players would no doubt preclude such activities in most places. (And you probably wouldn't need most of these rules to adjudicate a basketball with a sphere of annihilation!)
- If basketball is going to be a major feature of the campaign, what about using a custom basketball tool proficiency instead of Dexterity (Athletics) checks?
- Assuming basketball is the centerpiece of a campaign, I would consider it. If the DM does not give their players such a proficiency at the beginning of the campaign, a coach could easily grant the characters basketball proficiency after eight months of dedicated training, as per the Training rules under "Downtime Activities" in Chapter 8 of the Player's Handbook.
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