Don't Get Hit
We both know you've thought about leaving us an iTunes review. What better day than today?
Also, join our Discord! If you haven't seen it yet, it's dope. The people there are just lovely, and worth venturing out into the wild world of the internet for. That sentence didn't make a whole lot of sense, but you get the idea. I need to sit down and really dig into the Wiki, but in the mean time, if you want to help, or just read up on what's there so far, check it out!
Being caught up on the podcast editing and stuff is super neat. I was able to do some brainstorming, planning, scheming and I'm beyond excited for our next session! But, to the task at hand - Chapter 13. It's all about everybody getting their sweet sweet rewards for the hard work they've put in so far. That's right. Leveling up. So this episode explores more of just how the team gets so darn good at what they do. And I don't normally do episode spoilers, but here's fair warning.
EPISODE SPOILERS BELOW!!!!
Still with me? Or back from listening to the episode first? Cool beans. Below, I've included the modified rules to Don't Get Hit for use in your own game, or if you were just curious what the hell was going on. If you have any questions feel free to contact me on twitter or simply comment below! Either way. Enjoy the episode, have a wonderful week, and we'll rap up Chapter 13 on Thursday!
DON'T GET HIT RULES
2 teams of two (bigger teams, bigger court)
Initiative rolls start the game AFTER the BREAK
Players must decide if they are running up on the ball immediately or if they will play it safe and hang back.
STAYING BACK/RUNNING AWAY: Character gets a full move.
GOING FOR BALL: acrobatics/athletics to get to the ball first.
All players get to the ball at the same time, but the winner get's the ball. Then, players must make an Acrobatics/athletics to back away: for every 6 rolled = 5 foot square (i.e. acrobatics roll of 18 moves 15 feet back)
After the break is resolved, players roll initiative, and proceed as if they were in combat.
Throwing the ball is a ranged attack, adding STR or Dex,
Advantage at 10ft or less, range of 20/60
Picking up a loose ball or passing a ball you are holding is a free action
(Other player must use reaction to catch the ball)
You CAN hold two balls at once (one in each hand)
Can only move a maximum of 10 feet after throwing.
No armor bonuses. AC = 10+ Dex for all.
When you would be hit, You may use your reaction to prevent it in one of two ways:
If holding a ball, can use reaction to make a Dex saving throw with advantage to bump the incoming ball you are attacked with in the direction of your choice 1d8 spaces
If not holding a ball, you may use reaction to attempt to dodge or catch the ball (unless the attack was a crit)
Dodge DC = The Ranged attack roll against you
Catch DC = The Ranged attack roll against you, at disadvantage .
If you catch the ball, the player that threw it is eliminated.
When a player has been eliminated, they may no longer interact with the balls. No throwing, no passing, no kicking, no touching.
If an "eliminated" player prevents another player from getting using any part of their body, their team loses immediately.
Everyone has immunity to all damage types, but secondary effects still occur.