Dwarf Baseball: D&D Style Rules
Game Overview: Dwarf Baseball is a unique and exciting blend of traditional baseball and Dungeons & Dragons. Teams of dwarves compete to score runs and outplay their opponents using their strength, skill, and a touch of magic.
Teams:
Each team consists of 9 dwarven players.
Positions include: Pitcher, Catcher, 1st Baseman, 2nd Baseman, 3rd Baseman, Shortstop, Left Fielder, Center Fielder, and Right Fielder.
Basic Mechanics:
Each team takes turns playing offense (batting) and defense (fielding).
An inning consists of each team having a turn at bat and in the field.
The game typically lasts 9 innings.
Player Abilities: Each player has a set of abilities based on their position and background. Abilities are rated on a scale of 1 to 5.
Strength (STR): Determines the power of hits and throws.
Dexterity (DEX): Affects fielding, base running, and precision of hits.
Constitution (CON): Determines stamina and resistance to fatigue.
Intelligence (INT): Affects strategic plays and decision-making.
Wisdom (WIS): Used for perception and awareness on the field.
Charisma (CHA): Influences team morale and leadership.
Batting:
Swing: When a player swings the bat, roll a d20 and add their STR modifier.
1-10: Miss
11-15: Foul Ball
16-20: Fair Ball
Hit Outcome:
If the ball is hit, roll a d20 and add the batter’s DEX modifier to determine the type of hit.
1-5: Ground Ball (easy out)
6-10: Line Drive (moderate chance of hit)
11-15: Fly Ball (moderate chance of catch)
16-20: Home Run (automatic run)
Fielding:
Catch/Field: When a ball is hit, the fielder must roll a d20 and add their DEX modifier to catch or field the ball.
1-10: Miss/Drop
11-15: Successful fielding (chance for out)
16-20: Excellent fielding (immediate out)
Throwing: Once a fielder has the ball, they roll a d20 and add their STR modifier to throw it to a base.
1-5: Wild throw (error)
6-15: Accurate throw
16-20: Perfect throw (fast and accurate)
Base Running:
Players roll a d20 and add their DEX modifier to determine if they successfully advance to the next base.
1-10: Caught Out
11-15: Safe
16-20: Successful Steal (if attempting to steal a base)
Pitching:
Pitchers roll a d20 and add their INT modifier to determine the quality of their pitch.
1-10: Ball
11-15: Strike
16-20: Strikeout
Magic and Special Abilities:
Each team is allowed one magical play per game.
Examples include a spell to enhance a hit (e.g., Enlarge), a spell to distract the opponent (e.g., Minor Illusion), or a spell to boost morale (e.g., Bless).
Magic use must be declared before the play and agreed upon by the opposing team’s manager.
Scoring:
Standard baseball scoring applies: runs are scored when a player successfully reaches home plate after touching all four bases in sequence.
Optional Rules:
Weather Effects: Use spells like Control Weather to simulate different playing conditions.
Dwarven Engineering: Incorporate mechanical devices or enhancements in the stadium for added challenge and flavor.
Winning the Game:
The team with the most runs after 9 innings wins.
In the event of a tie, extra innings are played until a winner is determined.