
Hey guys i posted yesterday about a roll20 footy league i want to try run. So far i have the rules written out and have play tested and so far everything is running smooth. I have also created a website so people can register their team names (go do it now!!!) lol . there is also a website for the league table itself. The websites are under construction but i feel the ablilty to register yourself and your team name is a good start. i will post a link to the sites at the end of this and ill just copy and paste the rules in here to. The basics of the game is a 6 on 6 soccer match using roll20 and a d20 to play the game. Real life soccer rules apply and this will be a turn based system and so far 30 minutes a half seems ample but this couuld be cut down once people learn the system. Matches will be played on a friday saturday and sunday to begin with and if i can make it so i can set up the games and leave the 2 ppl to play without there needing to be a referee then games can be played anytime during a 7 day period. Its going to be a really flexible system and is tons of fun to play. im going to make a raidcall channel for match days so everyone can get together and trash talk etc before a match all the info will be at the bottom. so get registered on the sites, join the raidcall and be part of something new and fun :D hope to see you all soon. Website/Forum - <a href="http://d20ffl.webs.com" rel="nofollow">http://d20ffl.webs.com</a> - remember its under construction no making fun :P League Table - <a href="http://www.d20ffl.leaguerepublic.com" rel="nofollow">www.d20ffl.leaguerepublic.com</a> - again under construction :p Raicall ID = 7155811 (when you open raidcall copy and paste that number into the search and youll find the channel) the rules etc - PLAYER CREATION Player Name – this can be picked at random (no real players names) Age – 4x D10 (Minimum age is 16) Between age 21 and 28 add 1 additional stat to speed Between 23 and 30 add 1 additional stat to any 3 skills Position – Defender / Midfielder / Forward Defender = 1 additional stat in tackling or deflection Midfielder = 1 additional stat in Short or long passing Forward = 1 additional stat in Shooting or heading Speed – 1x d8 Speed determines how many squares a player can move on his turn. When in possession of the ball the speed value is halved and rounded up if the result is x.5 Main Attributes – 5x d4 Secondary Attributes 3x d4 Additional Attributes 2xd4 Shooting Long Passing Jumpin Tackling Deflection Heading Dribbling Control Short Passing PLAYER MOVEMENT Each manager has 1 move action and 1 ball action per turn. This means that a manager can move any player on the pitch for any spaces up to his maximum (his speed stat) and the manager can also choose the player in possession of the ball to perform an action (ie pass or shoot etc) If not in possession of the ball the manager can move any player his full speed stat and then if there is any player within range of the ball can make a tackle attempt. At any time during the opponents turn a manager may move any player 1 square in any direction to aid with deflection chances and tackling opportunities. PASSING When passing the ball the player in possession of the ball declares he is going to make a pass attempt, he then states who he will pass to and determine the distance. If the distance is more than 30 feet (6 squares) it is declared a long pass anything under 6 squares is a short pass. Short pass has a DC of 8 to player attempting to control the ball. A long pass has two options, first option is a long pass along the ground which will give a DC of 12 to the player attempting to control the pass a high long pass will have a DC of 14 to the player attempting to control. The reason for this is a high ball is harder to control but also has its advantage of a low pass along the ground. When a pass is initiated and is declared long then the manager will decide if it is high or low, the determining factor will normally be if there are opposing players in the way. A low pass close to an opponent would initiate a deflection check but a high pass would require a jump check vs a DC 12. So in some cases high could be good and in others low would be best it is down to the manager. If a short pass is deflected it moves 1 square from the player who won the deflection check and turn switches. If a short pass is not controlled it continues on its pass path for 2 squares past the target. A long pass being deflected moves 2 squares from the player who won the deflection in a natural way and if a long pass is not controlled it moves 4 squares past its intended destination and turn switches. SHOOTING Shooting is similar to passing in the sense that a direct shot on goal with no opposition in the way would be a D20+shoot vs the DC of the goal keeper. The goal keepers DC will be explained later. When shooting with opposition in the way then for every players aura the ball must pass through to reach the goal gets a deflection check against the initial shot value. If the shot gets past all the defletions in its path then a new shoot check gets taken and this will vs the DC of the keeper. If the deflection is successful then the ball will bounce from the player that deflects it for 2 squares in a natural direction using real life physics. TACKLING When attempting a tackle there are two types. 1 is during the defending managers turn and he moves a player into a tackling position and initiates a tackle. If this tackle is successful the player will take the ball and move past the player being tackled and end 1 square away, the tackling player now has his move and ball action moves restored for this turn. If the tackle is unsuccessful the player being tackled swaps places with the tackler and moves 1 square away from him and this ends the turn of the manager who initiated the tackle. 2 is when a player attempts to dribble past a player this will be covered in the dribbling section. DRIBBLING When a player in possession of the ball attempts to run with the ball (dribble) and passes through another players aura (the coloured circle around the player) this initiates a tackle attempt and if the tackle is successful the defender will take the ball and swap places with the attacker. On the other hand if the tackle attempt is a fail then the attacker keeps the ball and moves past the defender. After a tackle attempt players must be at least 1 square away from each others aura regardless of outcome. THROW INS when the ball is knocked out for a throw in the team taking the throw in may move 3 players their full speed to get into position then the opposition may move 2 players to counter their positioning. A throw in is then taken as if it where a pass from a player and follows the same rules as short or long passing but has no passing stat to add. CORNERS When the ball is knocked behind the goal and is declared a corner the attacking team may move 2 players their full speed and then the corner will be taken similar to the throw in except it will always be declared a long pass. GOALKEEPING/SCORING To score a goal the attacking player must attempt a shot at goal this is a D20+ his shooting stat. A player can technically shoot from anywhere on the pitch and attempt to pass through any players deflection checks then try beat the goal keepers DC but this is discouraged by the difficulty increases vs distance from the goal. The goal keepers DC is as follows Within the penalty area = DC10 every square outisde the penalty area adds +1 to the DC of the goal keeper so if a player was 5 squares outside the penalty area the DC of the goal keeper would be 15. The distance from goal is decided by where the player is standing and not where the ball is. JUMPING Jumping is used instead of deflection during a high long pass to determine if the pass is deflected or not. Jumping is also used as a comparable stat when dealing with crosses into the box or corners. When a high long pass is played into a goal scoring position and a defender and attacker are close enough to both challenge for the ball both players will roll a d20+thier jump stat. The highest stat then wins the jump and has a chance to header the ball. HEADING Heading works like shooting or passing depending on the action selected after winning the jump test. If shooting is selected then the player will roll a d20+heading to vs the goal keepers DC if there is any players in between the heading player and the goal keeper they perform a jump check to try and deflect the header. If pass is chosen it is treated as a short pass with a control DC of 8 and any opposition in the path of the pass roll a jump check to try deflect. Again if deflect is successful the ball moves 1 space from the player who deflects it and turn changes over. OTHER Player Experience and levelling up At the end of each match experience will be awarded dependant on performance. The winning team will receive 100 exp for every player who has been on the field. The losing team will receive 25 points for every player who has been on the field. If the game ends in a draw 50 points are awarded to every player. There is a bonus 50 exp up for grabs for the man of the match which is decided by the referee or GM of that particular match. If no referee is present then both players either decide there and then or they ask for a 3 rd party to listen to their story of who gets MoTm and that 3 rd party will decide. When players gain enough experience they will level up and in doing so will gain 1 stat to each attribute category. If however the player requires more speed all stats from that level can be sacrificed to add 1 to their overall speed score. The experience per level goes up exponentially starting at 100 for first level, an example would be. Level 1 = 100 exp / Level 2 = 200 exp / Level 3 = 400 exp / Level 4 = 800 exp More experience will be provided to teams who win leagues or cup matches. Any more questions post it here ill get round to it .... thanks to anyone who reads any of this lol and hopefully ill see you registered with a team and ready to go soon :D peace out