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Showing results for tags 'flagfootball'.
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Kwame picked up his phone and stared at the screen for a short while, trying to recall all that he was taught. Okay, let's see if I can do this. first, log into the site. Kwame's fingers touched a number of buttons, bringing up the browser followed by the login page of HeroHouse.com. What was my id and password again? Oh that's right! I remember. He entered the require information and was rewarded with the main bulletin board of topics and forums. Okay. That's the easy step. Now for the hard one. Choose new topic. Set the topic to public. Now all I have to do is type in the message. She said I needed to keep things 140 characters, right? Kwame stared at the screen for a while, wondering why he couldn't type any more. Oh, I'm over the limit. Got to change it. First, delete. Then try again. Kwame smiled once he saw that the words fit. Good start. Now let's see if I can get the information to them. Kwame looked at the last message and smiled. This should do it. I hope a lot of people come out at least to mingle.
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This is the ooc thread for the main thread. Here, we'll have the rules of the football game. The below are just my ideas. If anyone has a better way to simulate a game of flag football, then by all means let us know. I want to keep things as simple as possible, though. For the most part, I figure we use attack rolls vs receiver's Defense for passes and tackle attempts. We use acrobatics or defense as the DC to avoid tackles. To catch a throw, characters use maybe melee attack rolls against DC 20 with a +/- 5 bonus based on the throw results. If the throw was +/-4 of the receiver's Defense, then the catch gets no adjustment. If the throw roll was +5 or more over the receiver's Defense, then the catch gains a +5 bonus. If the throw was off by 5 or more, then the catch attempt gets a -5 penalty. Throws that fail by 10 or more are uncatchable. Interceptions can occur if the character has any interrupt type abilities, i.e. interpose. They can then make an opposed catch attempt with a reverse +/-5 bonus. Winner catches the ball. For example: The QB throws to the receiver. Rolls a total of 18 to hit the receiver's 14 Defense. the receiver must then roll 1d20+0 vs DC 20 The Qb rolls a total of 24 to hit the same receiver, then the receiver must roll 1d20+5 vs DC 20 The QB rolls a total of 7, then the receiver must roll 1d20-5 vs DC 20