BG
2014-01-28, 08:20 PM
Alright, the Superbowl is coming up, so I figured asking "What if you played American Football in D&D?"
Yes, I know Blood Bowl exists, but D&D has way more options.
Now, I recognize actually doing this would be way too complicated, but it's still fun to think about it. Which class works best for what position, for example? Do you want the Fighter QB who can take a hit and has the feats for throwing? Is it worth it to have a Rogue who can use sleight of hand and bluff to run trick plays? Probably a lot of barbarians, given the extra speed boost.
In my head, I arbitrarily decided to keep it E6, so not quite in the superhuman realm. Likewise, this allows more exotic entrants from the Monster Manual, so long as their ECL is 6 or less. You can just get a Centaur, for example, who would make a pretty good RB or LB, although a 6th level Monk is going to be just as fast (and in PF they'd be able to use a Ki point to go even faster).
Most of my thinking also has rules like "only creatures with an intelligence of at least 6", and "no burrow or fly speeds", although that adds an interesting wrinkle to the game. A 6th level druid could wildshape into a badger and burrow the ball down the field, so how do you defend against that? How about wizard punters buffing themselves (the opposing coach calls a timeout to "ice" the field goal kicker, knowing that he'll have to waste one casting of true strike).
What would you use if you wanted to build the best receiver? How about if you could go all the way to 20th level?
Mostly I just hope there's someone else out there dumb enough to think about this kind of stuff.
Yes, I know Blood Bowl exists, but D&D has way more options.
Now, I recognize actually doing this would be way too complicated, but it's still fun to think about it. Which class works best for what position, for example? Do you want the Fighter QB who can take a hit and has the feats for throwing? Is it worth it to have a Rogue who can use sleight of hand and bluff to run trick plays? Probably a lot of barbarians, given the extra speed boost.
In my head, I arbitrarily decided to keep it E6, so not quite in the superhuman realm. Likewise, this allows more exotic entrants from the Monster Manual, so long as their ECL is 6 or less. You can just get a Centaur, for example, who would make a pretty good RB or LB, although a 6th level Monk is going to be just as fast (and in PF they'd be able to use a Ki point to go even faster).
Most of my thinking also has rules like "only creatures with an intelligence of at least 6", and "no burrow or fly speeds", although that adds an interesting wrinkle to the game. A 6th level druid could wildshape into a badger and burrow the ball down the field, so how do you defend against that? How about wizard punters buffing themselves (the opposing coach calls a timeout to "ice" the field goal kicker, knowing that he'll have to waste one casting of true strike).
What would you use if you wanted to build the best receiver? How about if you could go all the way to 20th level?
Mostly I just hope there's someone else out there dumb enough to think about this kind of stuff.