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:

  1. 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

  2. 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:

  1. 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)

  2. 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.