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    imp_fireball's Avatar

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    Jul 2008

    Exclamation D20 3.5e Miscellaneous Sports [PEACH]

    More sports coming later.

    Current future ideas:
    - Tennis
    - Gymnastics
    - Skateboarding (but not roller skating... jeeze)
    - Typical 'towny' sports most likely applicable to D&D

    Skeet Shooting

    Get'r done!

    Skeet shooting involves testing the reactions of the shooter against a mobile, but dumb (inanimate, non-seeking, Int -) target. If the target isn't dumb, the game plays drastically differently. The below rules detail shooting against a dumb target.


    Competitors take turns against any number of skeets designated to each. Skeet Launchers are placed out in a clear field, with a very wide, unobstructed view.

    Each competitor must bring a ranged weapon with the same exact range as every other person's weapon - weapons are tested by NPCs before hand during a competition to determine that they are rules regulation.

    During a competitors turn, they are usually allowed only one shot per skeet and may never move (however they can fire from any different bodily position, such as kneeling, or laying down). Turns can be taken against 'skeet flights' (one volley of skeets) back and forth between competitors, or one competitor can attempt to shoot all of their skeets in all of their allowed flights when it is there turn (after which they must await the scoring and results of judges) followed by another competitor.

    A 'skeet flight' or volley of skeets involves the skeets being launched vertically upwards (or at a horizontal, elevating curve that peaks) by some device, usually placed a static distance away from the shooter. One skeet can be assigned to each device (unless made to dispatch more than one), and thus may be launched from different locations, forcing the shooters to keep on their toes.

    Multiple skeets can be launched for one flight (wherein the shooter is allowed one shot against each), however there is always at least one. In particularly difficult competitions, a shooter may be permitted less shots than the number of skeets launched.

    The sole object of the game is to shoot a skeet before it lands. The time between the launch of the skeet and before it begins falling is quite short (often as much as less than a second). Most skeets are not designed to fly very high and so falling to the ground (300ft./round) is usually achieved in less than a round after the skeet reaches its maximum distance. Preferably, the time gap between the launch of a skeet and the time in which it lands is less than 5 or 6 seconds for professional competition.

    A shooter must usually stand on a surface equally as flat as the range upon which each skeet launcher stands - any height the shooter has over each launcher can effectively broaden his line of sight or slightly minimize his effective range to each flying target.

    In order for a hit to count against a skeet, the skeet must not only be hit but destroyed too (see 'specifics' spoiler for hardness and hp of sample skeet).

    A shooting session is devoted to a shooter's 'turn'. Usually it involves multiple flights that can vary from as little as five to as much as fifty. A shooter is usually permitted roughly 10 seconds to up to 1 minute to ready themselves between flights - which includes reloading their weapon, cleaning it, etc.; but not shooting, since that is reserved for practice which is out of competition. A shooter may be permitted to demand when they wish for the next flight to launch before their time limit, if they feel they are ready.

    Score is typically allocated to the number of skeets shot - each worth one point. If a shooter manages to take out all the skeets in a flight, their point value is doubled (ie. in a flight consisting of two skeets, a shooter that manages to destroy both will earn four points for that flight).

    Sometimes, they are merely penalized a number of points if they reserve additional shots against specific skeets or go over their shot/flight limitation, instead of disqualified or receiving of a point value of 'zero' for that flight (latter is usually most popular ruling however).

    Once a competitor has been given all their flights, their session ends, their points are tallied and a score will be offered up for review at the end of the round. A round ends once each competitor has finished their session.

    Competitions between competitors can continue for multiple rounds, with the greater ratio of wins over losses (whoever earned highest score during their session) given to the winner.

    Competitions can also apply to tournaments, with each winner facing other winners by moving up in a 'ladder' system - with the final champion winning a match (one or more rounds of sessions between the same competitors), at the top of the ladder.

    Rewards and prizes for winning can be anything. They can result from bets, or a static offered reward.

    Potential Ways to Cheat

    A weapon can be magically enchanted/imbued to be unaffected at the first range increment - but for any increment beyond, it might trigger a magical affect, such as the elimination of range related penalties or even possibly the option to take 20 on the attack.

    This exploit can be overcome easily when a competition bans any of the use of magic - and in such competitions, weapons are quickly swept with detect magic scrolls or a device that mimics detect magic in a given area (works like a radar designation or metal detector). Any of the above is very cost effective, so any competition that bans magic can easily apply any penalization for even attempting to smuggle magic in - such includes confescation of said items/weapons until the end of the competition or even destruction. Innately magical creatures (such as those with spell like abilities) may be banned entirely, or possibly subject to descrimination and thrown in prison for indeterminate periods of time.

    Bringing spell books into the competition is frowned upon (if they can be identified), but often allowed (wizards are punished harshly however if they ever make use of their spell books within range of the competition). Other times, they can be confiscated and destroyed, or (if the latter can be avoided), simply fined (PCs must pay fine in order to retrieve spell book). The latter is often punishment or merely 'sighting' as many competitions take great offense to even attempts at smuggling.

    If there's other non-specific ways to cheat as well as cheat counters employed by competitions, feel free to list ideas.


    A skeet is also refered to as a 'clay pigeon', however it can be made of any other material and resemble any other sort of creature. In less industrial societies incapable of mass or rapid production (magically, technologically or otherwise), a skeet is usually given a simple shape (such as a small disc), since actually shaping and detailing it to look like a specific creature requires more time, skill and thus cost.

    Clay skeets are usually hardness 1 and 1 hp; with the hardness having 200% vulnerability to ranged weapons - meaning it requires a minimum of 2 damage from any ranged weapon to destroy. A skeet that isn't destroyed still remains airborne and recognizably one piece, while one that is will usually fall to the ground in many pieces, sometimes 'evaporating', reflecting total obliteration.

    The launch and flight of a skeet is almost silent, however skeets that are destroyed usually make a noise (often a loud crack or snap; can be any other noise if magically generated) - the noise could be magically triggered or simply technological. This hints to judges that said skeet has been hit and destroyed, which can be immediately tallied without having to search for remains that may hint that specific skeet's destruction, which is a very time consuming process without the aid of magic.

    For the sake of 'filling out':
    It requires a DC 10 search check in an entirely random space (of which there are usually hundreds in a skeet shooting range) and an appraisal check, using wisdom instead of intelligence modifier (DC 40 or higher; can be boosted considerably by appropriate equipment beyond generic appraisal tools as well as lengthy time spent at a lab equipped for material testing and other forensics) to determine the exact skeet, which must be made at every successful search check interval. Alternatively, a spell tailored to a logistics system that codifies each skeet with imbuement, leaving behind a unique aura on the actual material (or perhaps a unique ethereal rune floating overhead (via the spell) that can be seen with 'read magic'), can locate the desired skeet remains much more quickly.

    Skeets are usually diminutive in size (+4 size bonus to Touch and Total AC). They also receive more AC depending on their speed bonus, which varies depending on their upwards traveling speed and how the shooter reacts to them. Because the skeet moves, it can't be hit automatically with a 'lined up' shot, as would apply to most unmoving objects or during a coup de grace. Because the skeet is dumb, it has no dexterity score and thus a base AC of 5.


    Before each flight, a shooter is usually best off readying an action. If they don't ready an action, they are not permited a dexterity check to shoot the skeet before it lands, unless they can accurately predict the space that it will launch from.

    When a skeet is launched, the rules vary for shooting depending on whether the launch is precisely vertically upwards or in a horizontal/vertical curve.

    A precisely vertical launch contains no arc whether or not is traveling upwards or falling (even if the physics seem unlikely), and so range and distance at various intervals are much easier to consider. However, a precisely skeet that falls can fall into any space (so it's falling trajectory is not a straight line), however this doesn't affect its distance from the shooter until it hits the ground.

    For convenience (without requiring math or calculating actual reaction interval), skeets are given travel stages -

    Half travel (the time at which a skeet has reached half its upward travel potential), peak travel (the time at which a skeet's upward travel acheives a maximum and abruptly ends) and falling (the time devoted to a skeet falling to the ground; note that some competitions even disallow a skeet to be shot when it is falling, since falling is static and predictable). Prior to half travel, the interval is considered 'post launch'.

    Planar Specifics

    Because elevation applies, a skeet technically travels in three dimensions - however, precisely vertical trajectories can be looked at as merely utilizing an additional sub-dimension; essentially the properties of an additional abstract one dimension, or a line, added to two dimensions rather than full-out three dimensions - AKA, two separate two-dimensional planes connecting to one another. A sub-dimension added to a single two-dimensional plane is essentially a line that veers in some other vector (like a voyage into three dimensional space) rather than those indicated by the single plane. By definition, a sub-dimension is just one achievable by traveling in a single direction (instead of multiple or many) unrelated to those indicated by the existing viewable dimensions.

    Skeet Movement, Travel, Distance, and Time

    Each device launches a skeet at a specific speed, giving it move. A skeet's move (indicated in feet, as base move for most creatures), is its total travel trajectory before it peaks and abruptly begins falling.

    For Precisely Vertical Launches

    Post-launch, the distance at which a skeet lies from a shooter is the distance that the launching device is emplaced from the shooter - note that if the device fills more than one space; a skeet is usually considered to have launched from the center of the device - which can be between spaces at the grid line or in a specific space that the device occupies; denoting vague general area.

    At half-travel, a skeet's distance varies depending on its move.

    Half-travel is precisely half the skeet's move, hence the skeet will be at at least that elevation or greater, until it acheives maximum elevation (accorded by its move).

    {table]Sample Move| Travel Specifics| Skeet Launcher's Distance in Proportion to Elevation| Formula for Skeet's Distance from Shooter| Resultant Range
    200ft.| Half Travel; 100ft. elevation|1/2 that of Skeet's Elevation| Skeet Elevation|100ft.
    200ft.| Post Launch; 35ft. elevation|Equal to Skeet Elevation|1/2*(Skeet Elevation)+(Skeet Elevation)|50ft. (rounded down)
    200ft.|Post Launch; 35ft. elevation| Skeet Elevation is 7/10 that of Launcher Distance (not quite equal or half)| 2*(Skeet Elevation)|70ft.
    200ft.|Post Launch; 25ft. elevation| Skeet Elevation is 1/2 that of Launcher Distance| 2*(Skeet Elevation)|50ft.
    200ft.|Post Launch; 5ft. elevation| Skeet elevation is 1/10 that of Launcher Distance| Launcher Distance| 50ft.
    200ft.|Half Travel; 130ft. elevation| Skeet elevation is twice + 3/5 that of Launcher Distance| Skeet Elevation| 130ft.
    200ft.| Half Travel; 150ft. elevation| Skeet elevation is thrice that of Launcher Distance| Skeet Elevation| 150ft.
    200ft.| Half Travel; 160ft. elevation| Skeet elevation is thrice + 1/5 that of Launcher Distance| Skeet Elevation| 160ft.
    200ft.| Peak; 200ft. elevation| Skeet elevation is four times that of Launcher Distance| Skeet Elevation| 200ft.
    200ft.| Post Launch; 60ft.| Slightly greater than Launcher Distance| 1/2 Launcher Distance (round down) + Skeet Elevation|85ft.
    200ft.| Post Launch; 80ft.| Greater than 1 and 1/2 that of Launcher Distance| Skeet Elevation + 1/5 Launcher Distance (round down)| 90ft.
    200ft.| Post Launch; 50ft.| Equal to Launcher Distance| Skeet Elevation + 1/2 Launcher Distance (round down)| 75ft.

    Conventional Math Summary:

    - If Skeet Elevation is < Half Launcher Distance, then distance from Shooter = Launcher Distance. For GMs, this is the 'Pre-Fall Off' point.

    - If Skeet Elevation is >= Half Launcher Distance, then distance from Shooter = Double Skeet Elevation. For GMs, this is the 'Maximum Fall Off' point.

    - If Skeet Elevation is >= Launcher Distance, then distance from Shooter = Skeet Elevation + 1/2 Launcher Distance (round down). For GMs, this is the 'Lowering Fall Off' point.

    - If Skeet Elevation is >= 150% Launcher Distance, then distance from Shooter = Skeet Elevation + 1/5 Launcher Distance. For GMs, this is the 'Winking Fall Off' point.

    - If Skeet Elevation is >= Double Launcher Distance, then distance from Shooter = Skeet Elevation. For GMs, this is the 'beyond fall off' point.

    The Actual Game

    - GM rolls 1d6 and then multiplies the resulting number by the shooter's BAB + weapon focus (ranged weapon, if shooter is using it at the time). This is the modifier the GM then applies to the shooter's dexterity check whenever he shoots during this session, reflecting how psychologically prepared the shooter is. This does not apply if the shooter has a BAB modifier of +0. GM always rolls for shooter - the shooter only rolls attack roll (GM discretion).

    If shooter readies an action prior to flight

    - When the skeets launch, the shooter sees all of them (except for those not within line of sight or requiring spot checks; see list) and makes a dexterity check in order to determine if they are swift enough to aim and shoot at them. When aiming, the shooter may (at most) ignore a skeet's circumstantial bonus due to AC, and take only a -1 penalty per range increment (instead of the usual -2). They also always ignore any of the usual incremental penalties on additional shots due to BAB, feats, etc. However, the latter applies only when performing up to a shooter's maximum allowed attacks each round with the weapon - see additional attacks in the list below.

    - A shooter can always shoot without aiming (as they often would in combat) at a -4 penalty, but this shot counts against their typically allowed attacks with the weapon each round. If they have the 'precise shot' feat, they can ignore this penalty. When shooting without aiming, the shooter applies range incremental AC penalties, and must roll against full dodge bonus that each skeet applies to AC due to its speed - they also must apply the usual penalties on additional shots typically due to BAB and most feats/class features/etc. that allow additional attacks.

    • Roll 1d20 to determine base DC for the dexterity check upon each launch of a flight. This essentially reflects each launched skeet making an initiative check, however since they don't have dexterity scores, nor sentience and are all launched simultaneously, it's more a 'law of entropy' than anything else. This reflects that the shooter must be prepared at all times.
    • If shooter succeeds, he may shoot at the skeet, ignoring its circumstantial dodge bonus, due to speed.
    • DC increases by 4 per skeet (if there's only one skeet, the DC does not increase at all). The skeet with the greatest move applies its speed bonus to the DC.
    • If the shooter fails on the DC by 2 or less, they may shoot, however every airborne skeet applies half its dodge bonus to AC due to speed.
    • If the shooter fails on the DC by more than 2, but less than 5, each skeet applies its full dodge bonus to AC due to speed.
    • If the Shooter fails on the DC by more than 5 but less than 10, each skeet typically acheives half-travel.
    • If the Shooter fails on the DC by more than 10, but less than 20, each skeet typically peaks its elevation and begins falling. In some games, this indicates that the shooter was not swift enough to aim and shoot at any targets.
    • If the Shooter fails on the DC by 20 or more, they cannot aim.
    • If the Shooter rolls a 1 on the dexterity check to aim, they fumble - meaning they aren't allowed to aim and any shots during the round take a -10 circumstance penalty. The skeets will typically hit the ground before they have a chance to aim if they are not still airborne at the end of the shooter's turn.
    • If some skeets are still airborne at the end of the shooter's turn, the shooter may make another dex check and do everything they were allowed to do in the previous round, only now every skeet typically has at least already peaked its trajectory and has begun falling.
    • The shooter can choose to ignore some skeets, such as the fastest ones (or slowest, in favor of shooting the fastest ones), however they must declare this. The shooter is allowed to see the skeets and how fast they are moving (the GM will describe each as moving faster or slower, but not show the player their actual speeds and resulting dodge bonuses to AC). When they ignore skeets, the dex check lowers and then only the uningnored skeet with the greatest move applies its speed related dodge bonus to the dex check and the skeets that are unignored increase the Dex DC for being more than one.
    • A shooter can still shoot at skeets that they have ignored, however each skeet applies its dodge related speed bonus to their AC as well as a +8 circumstantial bonus to AC (due to appearing in peripheral vision) and the shooter will never exactly where they are located.
    • A shooter can either remove the circumstantial bonus to AC for shooting at ignored targets or make a second dex check to re-aim and shoot at each bird (as initial dexterity check). Either option requires a concentration check as a free action. Only one concentration check per round is allowed. The DC to ignore circumstantial AC for ignored targets is 20 while the DC to refocus and re-aim is the original rolled Dex check +5.
    • A shooter can fire beyond their attack limit for the round by taking a -4 incremental penalty that applies to every shot following. The penalty is only -4 due to the fact that the shooter isn't trying to duck and cover from enemies. If it were conducted in combat, the shooter would effectively become flat footed to everything immediately upon taking their first shot of this kind.
    • Skeets that are of effective distance greater than 500ft. require a reactionary spot check (free action); unless the shooter is able to make out details farther (ie. is of a race with superior eyes, or weapon has a scope, etc.). As per the 'try again' rules, an additional spot check can be attempted, however this is a move action (and thus disrupts regular un-penalized attacks). A shooter that fails to spot a skeet cannot see it, and must choose which space it would effectively appear in. Additionally, the shot takes either a -10 penalty or the specific skeet has partial/total concealment (GM discretion for either)

    A Skeet Range with Terrain

    Some skeet ranges (whether because they are untilled or because competitors desire more challenge) have more than smooth and unobstructed terrain. For such terrain, apply the usual cover rules and line of sight restrictions as would apply to the usual cluttered maps applicable to D&D - however note that because a shooter can effectively anticipate where a skeet is travelling (and the skeet is always unaware it is being shot at), they may expand their line of sight (effectively see through certain obstructions) with a reactionary spot check. A shooter is allowed a minimum of two reactionary spot checks (each applying to a different scenario and never the same one) + a number equal to half their wisdom modifier (round down) or their spot skill modifier divided by 5 (round down; whichever is higher). Reactionary spot checks are always free actions.

    Typical Competitor Attributes

    Character General

    Good dexterity score, ranged weapon proficiency, BAB and expanded range weapon use - mainly things that increase attack modifier and attacks with the ranged weapon - are the main (always legal) assets that a competitor brings into play. There is no specific profession skill for Skeet Shooting, since any techniques that can be utilized in the sport are often already covered by existing abilities equally as applicable to combat as they are to shooting in general (albeit with some minor modifications).


    Spot and Concentration are the prime skills applicable to skeet shooting and thus any professional skeet shooter will max out their ranks in them whenever they can.

    Other Things

    It's difficult to include other things without it being considered cheating, however perhaps the most common are skill and ability score boosting items and abilities. Anything to expand line of sight also helps as well as special ranged weapon features such as the ability to hit more than one target in one shot, range extension and line of effect flexibility.

    In a dirtier competition, an opponent might typically try to distract the shooter with a bluff opposed by concentrate or with a spell that results in a condition such as 'dazzled' (usually results in a penalty on the dexterity check to aim and focus), but open combat is never allowed.

    Skeet Stat Block

    A Skeet typically has AC 9 (5 + size bonus) + circumstantial dodge bonus (speed)

    Anything else that makes a skeet difficult to shoot is often cover or sheer distance related.

    {table]Skeet Move|Dodge Bonus
    Less than 50ft.|+0
    <100ft.|+1 per 100ft. greater than 100ft. (round up), stacking[/table]

    Animated skeets may either have the ability to control their flight or simply angle themselves in such a way during flight that they can apply their Dex Modifier (if they have any bonus) to AC (still base of 5 since they can't really move much). Skeets that have a small amount of flight in the air (akin to the snitch from Harry Potter), but cannot control elevation, have at least an AC of 10 + Dexterity Modifier and can land at a space of their choosing if they aren't destroyed.


    A skeet can travel up to its move as a move action; so once the shooter has completed one standard action worth of attacks, the skeet may begin falling. At the end of the shooter's turn, most skeets have fallen at least 150ft. (300ft./round).

    Some skeets and/or launchers are aerodynamically designed to fall faster and/or elevate more gradually or more swiftly. Skeets that elevate more gradually may only begin falling at the end of the shooter's turn or even still be in their half travel trajectory interval and as such, their launcher's listed 'move' reflects movement over more than a move action. They also double or triple the prerequisite move requirement for their circumstantial dodge bonus.

    Skeets that move more swiftly can acheive peak trajectory and begin falling at as little as an immediate action. Usually, they add to the dexterity DC to aim and may double or triple their circumstantial dodge bonus related to their move. By the end of the shooter's turn, they usually have fallen anywhere from at least 150-300ft (or more if they're allowed to fall faster) and always complete their trajectory in far less time.

    Because typical mundane skeets have 1 hardness (200% vulnerability to ranged projectiles), and 1 Hp, they will usually immediately destroy themselves upon hitting the ground, unless falling equal to or slower than 60ft./round.

    Combat Relation

    Regular aiming requires a move action. For skeet shooting, this is covered by the triggered readied action. The dex check indicates the shooter's ability to aim at multiple targets and react to speed.

    Some GMs may also apply this principle to combat - however such is actually detailed in my 'warglory conversion' thread, which focuses on modern warfare and logistics in D&D (converted from 'warglory' a different system not made by me). It also includes specifics for other types of aiming, such as scoped aiming and more time devoted to aiming.
    Last edited by imp_fireball; 2010-09-14 at 01:44 PM.

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