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Bat and Ball Game


Basic Rules

Each team assigns fielder positions to its members:
1 Pitcher
2 Catcher
3 First Base
4 Second Base
5 Third base
6 Short Stop
7 Left Field
8 Centre Feild
9 Right Field

For simplicity, the reverse order of the numbers line up with each team's batting order, so the right fielder (9) batted first and the pitcher (1) batted last.

COACH
If coach in play.
Each coach took on a general managerial role, but also had a number of d6s equal to their Intelligence modifier plus their Charisma modifier. As a reaction when a player on that coach's team is about to attempt a roll and can hear the coach's instruction, the coach can spend one of these d6s and add the result to that player's roll.

PITCHING
To resolve a batting attempt, the pitcher rolls a thrown weapon attack with a simple weapon (ball). Damage: 1d6.. The pitcher can take as long as they want between pitches, giving them the chance to cast buffing spells before each pitch if they want (i.e. True Strike cantrip; catapult; Guidance; Bardic Inspiration; ).

BATTING
The batter rolls a melee weapon attack with a simple finesse weapon (bat) against the pitcher's roll. They can cast buffing spells before each strike (i.e. Divine Strike; Guidance; Bardic Inspiration; If the roll is under the pitcher's = a strike. Three strikes and they're out, and the next batter is up.
If the roll is equal or greater than the pitcher's roll = a hit.
On a hit, the batter rolls 1d8 plus any damage modifiers they would add on a melee hit. The damage result is 1d20 compared to the field chart to see where the ball lands on the field:-
O = Catcher
1 = Foul (left or right)
2 = Pitcher
3 = 3rd Base
4 = 1st Base 5 = Foul (left or right)
6 = Shortstop
7 = 2nd Base
8 = Left Feild
9 = Foul (left or right)
10 = Right Field
11 = Centre Feild
12, 13, 14 = Homerun
15+ = out of the park

If the damage total adds up to a 1, 5, or 9, it's a foul ball and the batter gets a strike (unless they already have two strikes, then it is just ignored).
If it's a 12 or higher, it's a homerun, and the batter and anyone else who's on a base gets to score a run!


If the ball lands on any other square, like if it rolls a 2 (pitcher), 6 (shortstop) or 10 (right field), the fielder in that position makes a Dexterity saving throw against the same number that the batter rolled when they hit.
SAVE: If the saving throw equals or exceeds that roll, the ball is caught before it touches the ground and the batter is out.
FAIL: If the saving throw is below the batter's roll, the ball touches the ground and the batter and everyone else on a base can advance 1 base for free.
Stealth vs Active/Passive Perception on the current ball holder, with Sleight of Hand vs Passive Perception allowing the fielding team to sneak the ball between players without the runners seeing who has it.

If a runner wants to push their luck and steal a base, they roll a Strength (Athletics) or a Dexterity (Acrobatics) check. The fielder who has the ball chooses a base and rolls a thrown weapon attack (as if pitching) against the runner's roll.
FAIL: If the fielder's roll is lower or equal, the runner makes it to that base.
SUCCESS: If the roll is higher, the runner is out - the person on the new base can immediately throw the ball at anyone else stealing a base.

As a bonus to characters who value speed, runners who can dash as a bonus action (like rogues and monks), advance two bases whenever they could advance one instead.
A tabaxi rogue could hit the ball, use feline agility, dash as a cunning action, and score a run just when the ball touches the ground (as long as the other bases are empty).

When there's three outs = the team that's batting become the fielders and vice versa, and an inning ends when both teams have had a chance to bat.

History

The teddybears and muppetborn play in mixed teams of Extraneus play Bat and Ball game, when they have a Teddybears' Picnic.

Execution

Primary Related Location

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