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Basedragon

 
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PostPosted: Fri Nov 02, 2012 7:04 pm GMT    Post subject: Basedragon Reply with quote

This came to me a while back while watching a game. I wrote up about 60% of this and then it sat idle on my desktop for the past four+ months. I went back and wrapped it up recently. I fully expect that the interested audience will total one, including the author, but I figured I'd throw it out there anyway. For the record books, the first game of Basedragon was played in June, 2012, on that table over there. It was the first of a three-game set; the Home team won every game, but nobody had any names.

A note on the name: I understand that "Basedragon" does not represent a perfect marriage of first and second halves. However, it is my understanding that "Dragonball" is already taken, and "Basedice" is silly and fails to evoke anything thematic, so I opted for "Basedragon."

A note on subject and language: This material assumes that players are familiar with the rules of baseball as played in the Major Leagues. It would not be prudent to reprint them all here. Parties unfamiliar with said rules can find them published freely on-line. I have attempted to capitalize baseball terms throughout the text. The gender of most Dragon Dice™ units is not specified, and it is furthermore expected that both genders will be represented on the field of play in Basedragon. In the interests of brevity I have used male pronouns, as these serve as the neuter in English.

A history of Basedragon: The genesis of Basedragon can be found in soldiers' reflexive attempts to swat away incoming magical fireballs with their weapons. It became a training exercise, a hobby, and eventually evolved into a full-fledged team-based sport to be enjoyed in times of peace. Early Basedragon clubs were organized into the Natural League, and the game spread. Fan interest briefly ebbed amidst complaints that the game had quickly become "a little too Vagha™," prompting entrepreneur Bash Johnson to create the rival Ailurilian League. The game matured and its popularity took off, birthing an era that saw the emergence of heroes like the great Babe Root, Honus Watcher, and War-Chief Johnson, and the rise of dynastic organizations like the New York Highlanders, Sun Louis Phoenixes, and New York Coral & Swamp Giants. Still, despite its great success, a cloud hung over this Gold Medallion Age of Basedragon: segregation. The oppressive discrimination that the Death magic races faced in society -- which spawned and was fed by grotesque accusations of wanton violence; vulgar animism; and physical, mental, and moral inferiority -- seeped even into recreation, and Death players were forced to play in their own leagues, far from the limelight and lucre of the Majors. The big leaguers themselves were divided on the issue, but the team owners unanimously feared that inviting Death players would alienate a bigoted public. Then Branches Rickey, the Treefolk General Manager of the Brooklyn Avoidance-Rollers, signed Jackie Goblinson to a Major League contract. He was shortly followed by Roy Swampanelli, Lava Doby, and other Necro Leagues standouts: brave souls who paved the way for future stars and favorites like Wraithy Mays "the Say-Hey Ghost" and "Witherin' Wight" Aaron, and allowed for broader acceptance of Southern players like Bogberto Clemire and Juan Magichal. Reinvigorated by these exciting new players, Basedragon's popularity soared and the game spread across multiple continents. Though the public's adoration has waxed and waned, and other entertainments compete for attention, Basedragon remains an iconic pastime that recalls a simpler time for the citizens of Esfah.
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PostPosted: Fri Nov 02, 2012 7:05 pm GMT    Post subject: Reply with quote

Object of play: A game of Basedragon is a sporting contest between two teams of six players each, alternating turns on offense and defense for seven Innings. It is the objective of the team on offense to strike a thrown ball with a weapon and send it into Fair territory, thereafter touching each Base in turn to score Runs. It is the objective of the team on defense firstly to prevent the thrown ball from being struck, or, failing that, to gather the ball and, by tag or throw, put the Runner Out before he can score a Run. After three Outs, the sides switch. After seven Innings, the team with the most Runs wins.

Items to remember: All Basedragon players are dead-pull hitters. Righties hit to Left Field and Lefties hit to Right Field. Any reference to "the appropriate fielder" indicates the Infielder or Outfielder on the side of the field to which the ball was hit. The "handedness" of any player matches the direction the ID icon is facing, or is oriented according to the Official Rules. ID icons facing straight ahead are Switch Hitters, excepting Eldarim. For completeness' sake: all Coral Elves, Amazons, Feral, and Frostwings are Righties. All Lava Elves, Undead, Swamp Stalkers, and Scalders are Lefties. All Dwarves, Goblins, and Firewalkers are Switch Hitters. Treefolk vary by type; some are Righties and some are Lefties. All Eldarim are Righties. All Switch Hitters throw Right-Handed. A participant seeking a more detailed game is free to assign particular handedness as s/he likes; these sweeping designations were done in the interests of simplicity and preserving the predominance of Righties (and the value of Lefties).

Basic rules and terms: The icons on the Dragon Dice™ shall be used to represent baseball skills as follows: Melee (Hitting), Missile (Patience), Maneuver (Speed), Save (Defense), and Magic (Pitching). The ID icon, as normal, represents a number of the desired results equal to the health total of the unit. The Pitcher attempts to generate Magic (Pitching) results to hurl a magic spheroid past the Batter through the Strike Zone. The Batter attempts to roll Melee (Hitting) results to put the ball into play; he may also reach base by utilizing Missile (Patience) results and earning a Walk (BB) by not swinging at balls thrown outside the Strike Zone. There are six defensive positions and they are as follows: Pitcher (P), Catcher (C), First Base (1B), Third Base (3B), Left Field (LF), and Right Field (RF). The Pitcher shall be responsible for covering Second Base defensively. No one mans Center Field as that is where dragons tend to settle. Each team shall present a Batting Order at the beginning of play and follow it throughout the course of the match.

The term "player," when referring to a die, shall have the same significance as does "unit" in the Dragon Dice™ rules.

The defensive team shall take position in the Field of Play at appropriate positions. The Batter shall be placed in the Batter's Box and all Runners shall be placed at the Base each safely occupies. The Bench refers to all players not yet activated or who have been removed due to substitution. Position players on the Bench and all active players on offense who are neither Batting nor Running shall wait in the Dugout. Pitching players on the Bench shall wait in the Bullpen. Injured players shall be placed in the Disabled Unit Area (DUA). Ejected players shall be placed in the Banished Unit Area (BUA).

The Umpires are a crew of heavily-armored knights tasked with keeping order and executing the law on the chaotic field of Basedragon. They are not wisely crossed.

The Fans fill the stands at the Stadium for the duration of the game. Though ostensibly on hand purely as spectators, they may impact play (see below).
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PostPosted: Fri Nov 02, 2012 7:06 pm GMT    Post subject: Reply with quote

Parts of play:

Pitching & Batting

Each encounter between Pitcher and Batter represents an entire At Bat (and/or Plate Appearance) resolved with an initial single pair of rolls, followed by any additional rolls necessary to bring the Play to a close. The Pitcher rolls for Magic (Pitching) and the Batter rolls for Melee (Hitting). An ID result for the Batter always produces Melee (Hitting) results (and not Missile (Patience), even though it may be similarly desirable). There are several potential outcomes from this showdown, and they are as follows:

- the Batter generates more Melee (Hitting) results than the Pitcher generates Magic (Pitching): ball in play
- the Pitcher generates Magic (Pitching) results and the Batter produces equal or fewer Melee (Hitting) results: ball in play, out(s) (ground ball)
- the Batter generates more Missile (Patience) results than the Pitcher generates Magic (Pitching): Base on Balls (Walk)
- the Pitcher generates Magic (Pitching) results and the Batter produces equal or fewer Missile (Patience) results or
the Pitcher generates Magic (Pitching) results and the Batter generates zero desirable results: Strikeout (looking) or Strikeout (swinging)
- both Batter and Pitcher generate zero desirable results: ball in play, out(s) (fly ball)

Intentional Walk: Before any At Bat, the defending team may elect to issue an Intentional Base on Balls (IBB) to the Batter. The intent is declared and the Batter simply advances to First Base, as per a Walk, with no roll being made.

Fielding
Any time the ball is put into play by the first result above (Melee > Magic), the defenders will attempt to create an Out before the Runner can safely reach First Base. The defenders on the appropriate side of the field roll for Save (Defense) results. If the Pitcher and the Batter have the same handedness, the Pitcher is also rolled. If the Pitcher and Batter have opposite handedness, only the two Fielders on the pull side are rolled. Any resulting Save (Defense) results are subtracted from the Melee (Hitting) results the Batter generated. The Batter-Runner and all Runners already on base safely advance a number of bases equal to any positive difference. If the difference is zero or less, the Batter is Out. All Runners that must advance by Force do so. Any Runner not subject to a Force may advance at his own risk (see Baserunning, below).

Any time the ball is put into play by the last result above (Melee = 0 AND Missile = 0 AND Magic = 0), the ball is caught by the appropriate Outfielder and the Batter is Out. Any Runners On Base may attempt to advance at their own risk.

Any time the ball is put into play by the second result above (Melee <= Magic), at least one Out may be created. If there are no Runners On Base, the Batter is Out. If there are Runners On Base, the defense may elect to:

a) take the Out at First Base (the Batter-Runner) without a roll; Runners may advance only by Force; or
b) try to make multiple Outs, rolling the Fielder with the ball (the appropriate Infielder) and the Fielder at the intended destination of the selected Runner to generate Save (Defense) results (see also Baserunning below for the Runner's part; all Baserunners are considered to be at risk, even if subject to a Force). If the Third Baseman has fielded the ball and there is a Runner advancing to Third Base by Force, that Runner may be Put Out without a roll; the Third Baseman may thereafter throw to another Base as described. The defense may attempt to make as many Outs as there are Runners, including the Batter-Runner (to a natural maximum of three). However, any roll attempting to create an Out that generates zero Save (Defense) results is an Error on the part of the throwing player. All Runners not yet Put Out safely advance to the next Base and the Play ends.

Baserunning
A Runner attempting to advance at his own risk is attempting to safely reach a Base to which he has not been Forced (such as advancing from First to Third or scoring from Second on a Single, or scoring on a Sacrifice Fly). The player rolls to generate Maneuver (Speed) results against the defenders' combined roll (the player who fielded the ball plus the player at the target base) for Save (Defense) results. If the defenders generate more Save (Defense) results than the Runner does Maneuver (Speed), the Runner is Out. In all attempts to advance at risk, all ties go to the runner. An Error may only be credited as described above. In any other instance of an attempt to advance a single base at risk where both Maneuver = 0 AND Save = 0, the Runner is simply considered Safe; he has beaten the throw and no Error has been committed. A Runner may only advance one Base in this fashion in a single Play.

Example: With a Runner on Second, the Batter Flies Out to Right Field. The Runner may attempt to advance to Third, but if successful may not also attempt to advance to Home.

A Runner may attempt to Steal a Base during any At Bat before the dice are rolled. The team on offense declares which Runner(s) are attempting to Steal, and rolls each Stealing Runner in turn, attempting to generate Maneuver (Speed) results. The defending team rolls the Catcher and the player at the Base that the Runner is attempting to Steal, attempting to generate Save (Defense) results. All ties go to the runner, including if both rolls generate zero desirable results. All attempted Steals occur simultaneously. In the event of a Double- or Triple-Steal, the defender may make a play on only one Runner that is Attempting to Steal; all other Runners Attempting to Steal will be Safe. For any attempt to Steal Home that the defender elects to challenge, both the Pitcher and the Catcher are rolled; the Catcher's Save (Defense) results are doubled.

Personnel
A team may substitute a player from the Bench for an Active player at any time before an At Bat, as in baseball. The player that was replaced may join the Bench but is no longer eligible to bat or take the field. A Disabled or Banished player must be substituted. Players may swap defensive positions, but having done so must remain in those positions for the remainder of the Inning.

If at any point a team is unable to field a full complement of six players, that team must forfeit. The final score for the losing team shall be recorded only as "F."


Last edited by AC on Fri Nov 02, 2012 7:21 pm GMT; edited 1 time in total
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PostPosted: Fri Nov 02, 2012 7:06 pm GMT    Post subject: Reply with quote

Other Dice, Other Rules, and Special Action Icons

Each game of Basedragon shall take place at a team's Home Terrain. The number on the terrain die corresponds to the Inning and it shall be turned appropriately as play progresses. The icons on the terrain die permit different actions each team may undertake to impact play, as follows.

Prior to any half Inning in which the terrain die is on a Magic face, the team on defense may attempt to cast a spell by rolling the players in its Bullpen and generating Magic results. ID icons count as Magic results, but are not doubled. Players produce magic by color per the standard Dragon Dice™ rules. A team may cast only one spell per half Inning, unless a specific spell description declares otherwise. See Spell List below for spells that may be cast.

During any Inning in which the terrain die features a Missile face, the team on defense may elect to attack the current Batter before the At Bat is rolled. The team rolls units in its Dugout, attempting to generate Missile results. Any player that rolls an ID icon produces Missile results as normal, but is immediately thereafter caught by the Umpires and Ejected from the game. The Batter must roll Manuever or Save results to avoid the incoming fire or flee to its own Dugout and be declared Out. Only one such attack on a Batter may be attempted in any half Inning. The team on defense may instead elect to attack any dragon in play, attempting to generate Missile results to drive the beast from the field. Players that roll an ID icon while attacking a dragon are not Ejected. For more information, see Dragon rules below.

For both Magic and Missile actions as described above, the acting team chooses which available dice to roll and is not required to roll all relevant units in the Bullpen or Dugout, respectively.

Prior to any half Inning in which the terrain die shows a Melee icon, the Pitcher about to take the field is attacked by Fans (his own disappointed supporters or his opponents' annoyed boosters, or both) and must roll a Save result (or ID icon) or be Injured in the fracas, necessitating replacement.

The Races

Amazons: These feisty fighters feature few standouts, but sport sound fundamentals and a keen eye. Team Players: When rolling for Magic in the Bullpen, Amazons may cast any color that any teammate produces. Shifting Strike Zone: In any At Bat in which the Pitcher produces one or more Magic (Pitching) results, an Amazon Batter may count Maneuver results as Missile (Patience).

Coral Elves: With graceful swings, long strides, and a sound sense of the strike zone, the Selumari™ have dominated the offensive side of play for generations, though they are occasionally accused of lackadaisical defensive habits. Great Range: A Coral Elf player may count Maneuver results as Save (Defense) when playing defense, but only for the first three Innings.

Dwarves: Notorious bad-ball hitters and slick defenders, the scrappy Vagha™ have long held sway on the field and in the hearts of fans. Fire in the Belly: All Dwarves may double Manuever (Speed) results when attempting to run from First to Third on a Single.

Eldarim: The mysterious keepers of dragon secrets can be found throughout the minor leagues and on many benches, ready to answer the call of the moment. Intimidation Factor: If an Eldarim on defense is rolling against a Dragonkin Hitter, either Pitching to one or rolling for Save (Defense) on a ball in play, the Dragonkin's Melee (Hitting) or Maneuver (Speed) results are considered to be reduced by 1. Fan Favorite: If an Eldarim player on the Bench participates in an attack on a dragon and that attack fails, the team is not subject to the normal penalty from fan abuse.

Feral: Nature's defenders are not the most selective hitters, but they feature fearsome pop to back up stellar defense and superb speed on the basepaths. Clubhouse Party Animal: If a Feral player is removed for a substitute, that substitute may increase all its results by 1 for the remainder of the half Inning. Walk It Off: If an effect would cause a Feral player to be Injured, roll the player; a Manuever or Save result indicates he has regenerated and can continue to play.

Firewalkers: Solid, five-tool players with a balanced approach to the game, the Firewalkers often fly under the radar, but have taken well to the sport of Esfah. Pesky Hitters: A Firewalker Batter may count Save results as Melee (Hitting) during an At Bat if the Pitcher rolls zero desirable results.

Frostwings: Light bats are offset by the Frostwings' good eyes, nifty glovework, and tremendous range. Above It: A Frostwing player's Maneuver (Speed) or Save (Defense) results may never be reduced by magic or other effect.

Goblins: Aggressive hitters, aggressive fielders, aggressive baserunners, the Trogs™ have staked out a reputation for gutsy, high-energy play. Mud and Glory: All Goblins may double Maneuver (Speed) results when attempting to Steal Third Base.

Lava Elves: Streaky hitters with a flair for the dramatic, the Morehl™ compensate for spotty defense with good discipline and quick feet. Hot Dogging: A Lava Elf player may count Maneuver results as Save (Defense) when playing defense, but only if there are already two Outs in the Inning.

Scalders: Hard to pin down and hard to contain, Scalders will show flashes of offensive miracle-work to help overshadow a "no-glove" reputation. Burning Resolve: If another player is Walked directly in front of a Scalder, during the subsequent At Bat the Scalder may disregard its first result and re-roll once. Take Two: If while successfully Stealing Second Base a Scalder player rolls a Maneuver (Speed) result that is double the defenders' combined Save (Defense) roll (or higher), and Third Base is unoccupied, he may in the same action Steal Third Base without a roll.

Swamp Stalkers: Either station-to-station or pure speed, Swamp Stalkers pack a punch and a knack for making tough plays look easy. Flu-like Symptoms: If a Swamp Stalker player is sent to the DUA, he may select one player on the other team's bench, who must then roll a Save result or retire to his own DUA with the sniffles. Uncoil: A Swamp Stalker player on defense may count Maneuver results as Save (Defense) for the purposes of throwing out a Runner attempting to score on a Sacrifice Fly.

Treefolk: After overcoming an initial fear of using wooden bats, the Treefolk established themselves as focused specialists, and practitioners of defensive wizardry. Strategic Repositioning: A Treefolk player may switch defensive position once prior to each Out in an Inning (note that this does not extend to other players; if a non-Treefolk is switched, he cannot switch back). Avoiding the Rundown: If the roll to prevent a Treefolk player from advancing at risk indicates an Out, and no other Runner has claim to the Base behind the Treefolk, he may retreat to the prior Base instead of being Out, but must remain there for the remainder of the Play.

Undead: The minions of Death display poor selectivity but awesome power, while despite sluggishness on the basepaths, when it comes to defense they always manage to be right there. Still of the Night: An Undead player counts its ID icon as Missile (Patience) results and not Melee (Hitting) results while Batting. Rub Some Dirt On It: If an effect indicates that an Undead player should be sent to the DUA, it may roll; in the event of any Save result, it may ignore the Injury and play on.


Last edited by AC on Fri Nov 02, 2012 7:24 pm GMT; edited 2 times in total
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PostPosted: Fri Nov 02, 2012 7:07 pm GMT    Post subject: Reply with quote

Dragons

If a dragon has been summoned, it assumes a place in Center Field and there remains until an event results in the dragon leaving the field of play. Whenever there is a dragon in Center Field, every time a ball is put into play, the dragon is rolled. The results of the dragon roll trump any immediate results the At Bat would otherwise have generated. After the dragon's action is resolved, if the Play is not ended, players may continue to take legal actions until the Play ends as normal. The icons on the dragon die will produce the following results:

Belly: The Umpires grow tired of the dragon's interference and slay it. The dragon is removed from this game and may not be resummoned.
Breath: The dragon breathes on the field, generating a result depending on the dragon's color. Ivory, Ivory Hybrid, and Hybrid dragons share a breath result.
Black: A death cloud poisons and enervates the players. Until the end of the Inning, every rolled result is reduced by 1.
Blue: Ice blankets the field. Until the end of the Inning, all Maneuver (Speed) results are reduced to zero, and Maneuver results may not be used to produce Saves (Defense) in accordance with racial abilities.
Gold: The dragon turns moving beings into stone. All Runners on Base are turned to stone and declared Out. If there are no Runners on Base, all Fielders on the appropriate side are turned to stone and the Batter-Runner advances to Third Base.
Green: An impenatrable fog descends. All players on the field of play must roll. Any player that rolls its ID icon is lost and wanders aimlessly. Any offensive player that becomes lost is declared Out. Any defensive player that becomes lost is unable to be rolled for Saves (Defense) for the remainder of the Inning.
Ivory/Hybrid: The dragon faces the Bench of the team currently on defense and spews a dazzling spray. The owner rolls each die individually, in any desired order, until a player rolls an ID icon. That player is temporarily blinded and must be sent to the DUA. No further players need to be rolled after the first is Injured.
Red: The dragon shoots a stream of fire down the middle of the field. The Pitcher and Batter must each roll a Save or be badly burned and carted to the DUA. The defense may attempt to make any outs as dictated by the result of the ball in play, except on the Batter-Runner, who, if the Inning continues, is granted First Base and replaced by a substitute.
White: A diseased, freezing, petrifying, disorienting, blinding, burning belch erupts from the dragon. Every active player may be rolled. For any player that rolls its ID icon, its team is granted 1 Run in the ensuing chaos. Any player that does not roll its ID icon is blasted out of the park, collected in a sack by the groundskeepers, and deposited in the DUA, regardless of any magical protection. In any event, the Ball is declared Dead and the Play nullified.
Claws: The dragon knocks down the ball and swats it across the grass, requiring it to be played by the defenders on the opposite side of the field.
Jaws: The dragon eats a fan. The stadium is stunned. The Ball is declared Dead and the Play nullified. The Pitcher and Batter start a new At Bat (roll again).
Tail: The dragon trips the Outfielder on the appropriate side, preventing him from participating (being rolled for defense) for the remainder of the Play.
Treasure: The dragon bounds from the field of play and into the stands to sell plush likenesses of itself to the adoring/terrified fans. The dragon is returned to the summoning pool.
Wing: Distracted by a distant and shiny object, the dragon flies away, leaving the field of play. Before each subsequent half Inning, the dragon's owner rolls the dragon. If the result is a wing, the dragon returns to the field of play as though summoned. Otherwise it remains inaccessible and cannot be resummoned.

Attacking a dragon: As noted above, players in a dugout may attempt to fire upon a dragon during their defensive half of a Missile icon inning. The players are rolled in an attempt to generate Missile or Melee results (but not both combined). The desired result need not be declared in advance. If the players generate a total of at least 5 hits, the dragon feels sad and unwanted and departs, returning to its summoning pool. If the rain of lobbed missiles, bottles, gobs of spit, and coarse insults does not drive the dragon away, the crowd boos that team vociferously, resulting in a penalty of -1 to all rolls made by that team's players for the remainder of the half Inning.

Dragonkin

A Dragonkin Hitter takes its At Bats and runs the Bases as any other player. Those icons unique to Dragonkin have the following effects:

Belly: The Dragonkin is Hit By Pitch and advances to First Base. However, if the Pitcher generated a number of Magic (Pitching) results greater than the total health of the Dragonkin, then the Dragonkin has been Injured by the pitch and must be replaced. The batting team's active Pitcher will assume Baserunning duties and return to that spot in the Batting Order unless the team elects to substitute a different player for the Pitcher at that time.

Breath: This first produces a number of Melee (Hitting) results equal to the Dragonkin's total health. Second, the Dragonkin Hitter engulfs the Pitcher in elemental breath, preventing him from participating (being rolled for defense) for the remainder of the Play.
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PostPosted: Fri Nov 02, 2012 7:08 pm GMT    Post subject: Reply with quote

Spell List


Dead Legs (4 Black) A wave of weariness makes speedsters shamble like the living dead. For the remainder of this half Inning, all Maneuver (Speed) results generated by Baseunners are halved.
Necromancied Ball (3 Black) Black magic on the ball results in a very "special" pitch. For one At Bat this half Inning, the Pitcher may double Magic (Pitching) results. The selection must be made before the At Bat is rolled.

Cold Air (4 Blue) A chill settles on the stadium, deadening the loft of fly balls. For this half Inning, all Melee (Hitting) results are halved until the first out is made.
Take a Breath (3 Blue) A cool calm settles on the batting team, giving them great clarity of vision. During the next half Inning in which the casting team bats, any Missile (Patience) result will be doubled. This effect lasts until a player earns a Walk or the Inning ends.

Leaden Gloves (4 Gold) Normally sure-handed fielders find themselves stumbling, double-clutching, and booting routine plays. During the next half Inning in which the casting team bats, any Save (Defense) results produced by the First Baseman, Third Baseman, or Pitcher are halved.
Track Meet (3 Gold) The infield becomes firm and runners' spikes grow sharp. During the next half Inning in which the casting team bats, all Maneuver (Speed) results by Baserunners are doubled.

Floundering (4 Green) A waking nightmare induces a desperate fear of drowning, and the batter thrashes impatiently. For the remainder of this half Inning, all Missile (Patience) results are halved.
Fluid Fielding (3 Green) Defenders become as graceful as leaping waves. For the remainder of this half Inning, any Save (Defense) results produced by the First Baseman, Third Baseman, or Catcher are doubled.

Hot Bats (3 Red) Hitters snap like flames and smoke line drives around the field. Choose Right- or Left-Handed Batters. During the next half Inning in which the casting team bats, all such Batters have their Melee (Hitting) results doubled until one of them creates an Out from the Plate.
Wyrm Burners (4 Red) The ball leaves a trail of smoke, making it hard to miss bats. Worse still, every induced groundball seems to find a hole. For the next half Inning in which the casting team bats, all Magic (Pitching) results are halved until a Runner gets into (or passes through) Scoring Position.

Preventative Training (3 of Any Colors) Target any player on the casting team. The next action that would result in that player being sent to the DUA, with the exception of White Dragon Breath, is avoided and the player may continue to play as normal. The spell is expended when activated in this fashion. This spell may be cast multiple times in a single half Inning. Multiple castings affect multiple units.

Summon Dragonkin Hitter (2 of Any Single Color) Pure elemental forces converge into a mighty being of significant hitting prowess and noteworthy girth. Summon one health of Dragonkin to take the Pitcher's spot in the Batting Order. The Dragonkin Hitter only plays offense and cannot be switched to a defensive position. If the Dragonkin Hitter is removed from play, the Pitcher assumes that place in the Batting Order once more. A team may only have one Dragonkin Hitter active at a time. This spell may be cast multiple times in a single half Inning. Multiple castings increase health. For Dragonkin rules and icons, see Dragonkin section.

Summon Dragon Mascot (6 of Any Colors) The players focus all their energy to delight the crowd with the devastating antics of their team's adopted dragon. Summon one of the team's dragons, which enters play and remains in Center Field until removed by one of several actions (as detailed elsewhere). Only one dragon may be in play at any given time. If one team has a dragon in play and that team summons another, the second replaces the first. If one team has a dragon in play and the other team summons a dragon, the dragons immediately do battle without a roll. The home team's dragon always triumphs and the visiting team's dragon flees. A dragon replaced by spell or by dragon fight returns to its team's summoning pool. For further information, see Dragon rules.

[The order in which modifiers are applied is as follows: multiplication and division (together), then addition and subtraction (together). Doubling and halving thus cancel each other out. Modifiers are applied in this order irrespective of source (magical, racial, or other). Since many rolls are comparative contests, there will often be no need to round the results. For any instance in which compared results must be used in an equation (such as subtracting Save (Defense) from Melee (Hitting) results in an At Bat), all rounding will be performed after the equation is executed. All fractions that result from division are rounded down.]

Special Action Icons

Bullseye: Counts as one point of Missile (Patience) per icon. If the Batter earns a Walk, the flustered Pitcher commits a Balk before the next Pitch, immediately granting all Baserunners one additional Base.
Cantrip: The Pitcher may immediately Pick Off any one Baserunner. Additionally, counts as one point of Magic (Pitching) per icon for the purposes of resolving the At Bat.
Coil: Counts as one point of Melee (Hitting) or Maneuver (Speed) or Save (Defense) per icon, as needed by the player.
Convert: If the player is Batting, counts as one point of Melee (Hitting) per icon for the purposes of resolving the At Bat. If the ball is put in play, the nearest Infielder throws it into the stands, granting the Batter-Runner First Base and all other Runners a single Base. Counts as one point of Magic (Pitching) per icon if the player is Pitching.
Counter: Counts as one point per icon of either Melee (Hitting) or Save (Defense) as needed by the player.
Double Strike: Counts as four points of Melee (Hitting) and sends the Ball to the opposite side of the field.
Flaming Arrow: Counts as one point of Melee (Hitting) per icon. If rolled during an At Bat, the Batter selects which defender may roll to generate Saves (Defense). Only that defender may be rolled to make an initial play on the ball.
Fly: Counts as one point per icon of either Maneuver (Speed) or Save (Defense) as needed by the player.
Poison: Counts as one point per icon of Melee (Hitting). For the next At Bat thrown by the opposing Pitcher against whom Poison was rolled, that Pitcher's Magic (Pitching) results are reduced by one point per Poison icon.
Rend: Counts as one point per icon of either Melee (Hitting) or Maneuver (Speed). If Rend results in a ball in play, the fearful appropriate side Infielder has his Save (Defense) results halved for the purposes of creating an Out on the Batter on that play.
Scare: Counts as one point of Melee (Hitting) per icon. If the ball is put into play, the defense may not attempt to Put Out the Batter-Runner if there are any other Runners on Base, instead attempting to get the lead Runner with a combined (two Fielders) roll if the lead Runner is advancing at risk or else making no Outs if the lead Runner is advancing by Force. If there are no other Runners on Base, the defense may attempt to Put the Batter Out as normal.
Smite: Counts as one point of Melee (Hitting) per icon. If the ball is put in play, only the appropriate Outfielder may roll for Saves (Defense) to reduce the number of Bases gained.
Trample: Counts as one point per icon of either Melee (Hitting) or Maneuver (Speed) as needed. If Trample is rolled while a Runner is advancing at risk, and the Runner is Safe, there has been a collision with the Fielder, who drops the ball. No other throws may be made and the Play ends.
Vanish: Counts as one point of Save (Defense) per icon. If this SAI is rolled on a ball in play, and if this SAI alone would be sufficient to reduce the Batter's Melee (Hitting) result to zero or lower, the player may immediately reappear next to any one other Baserunner and tag him Out as well.
Volley: Counts as one point per icon of either Missile (Patience) or Save (Defense) as needed. If rolled on a defensive play, the player may elect to throw the ball directly to Home, creating an Out in the event of a Force, and in all cases preventing any runner from advancing to Home and scoring a Run.
Wild Growth: Counts as one point of Save (Defense) per icon. If Wild Growth is rolled as a Save result (such as for preventing Injury), it provides this protection, as well as providing an automatic Save to any one other player on that team, to be selected at the time a Save is called for, at any time for the remainder of the Inning.
Wither: Counts as one point of Melee (Hitting) per icon. If Wither results in a ball in play, every single player on the field except the Batter -- offensive and defensive -- has all results reduced by 1 for the remainder of the play.

Note that in Basedragon, the results of an SAI may be reduced by magical or other effects.
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AC
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PostPosted: Fri Nov 02, 2012 7:10 pm GMT    Post subject: Reply with quote

Constructing a Team

A Basedragon team consists of a roster of 12 total players, constructed with a total "salary" of 18 points. All players will be six-siders of one to three health. A team will usually feature a pitching staff of 4-5 players, along with 7-8 position players. The team's summoning pool may have up to 6 health of Dragonkin Hitters. Every team's summoning pool also features two dragons: one of the primary and one of the secondary color of the team's uniforms. Every team must select a Home Terrain at which it will host games. The eighth face of each terrain will provide the following bonus:

City: The team's prime urban location in a high-population area draws many fans, generating tremendous revenue and increasing profits.
Standing Stones: The team's classic stadium is a widely-recognized landmark that invites year-round patronage, generating tremendous revenue and increasing profits.
Temple: The team signed a lucrative endorsement contract with a major institution, greatly reducing overhead and increasing profits.
Tower: The team's high-altitude arena means chartered flights save fuel otherwise spent on descent, greatly reducing overhead and increasing profits.

Within a given set of Leagues, each player is unique, and its unit designation is its name. Thus, there is only one Annihilator, there is only one Thaumaturgist, they would be identified as such, and each would belong to a single team. While one is free to assign a player to any place on the field at need, the game takes on more depth if a player is associated with a particular position. In the interest of fairness, a group of owners may choose to adopt a manner of draft to assign players to teams. For example:

First Round
Pick #1 Tiger-folk, 1B Evanston Chucks
Pick #2 Wizard, RHP Georgia Cliffs
Pick #3 Nightsbane, OF Rockford Peachpies

[Tried to use a uniform font for the above, but it turns out phpBB doesn't support that. Oh well. -ed.]

. . . And so forth.

For the time being, Monsters and Eldarim Champions are found only in the front offices and ownership boxes, and not yet on the field of Basedragon.

Scorekeeping

Defensive positions are numbered similar to baseball for the purposes of tracking Outs and other plays, running 1 through 6 for P, C, 1B, 3B, LF, and RF. Since the function of Save (Defense) can lean toward the abstract, participation in the creation of an Out may not always be perfectly clear. For any play in which the defense reduces what would otherwise have been a Base Hit to an Out by means of rolling Saves (Defense), credit can be given to every defender who rolled a Save (Defense) result, as well as to the First Baseman.

Examples: The lefty Pitcher rolls zero Magic (Pitching) while the righty Batter rolls three Melee (Hitting), resulting in a ball in play to the left side. The LF rolls two Saves (Defense) and the 3B rolls two Saves (Defense), reducing the Batter's total offense to nothing, which indicates an Out. The Out could logically be recorded 5-4-3.

Against the same Pitcher, a lefty Batter puts the ball in play with one Melee (Hitting) result. The P, 1B, and RF roll, but only the RF produces results -- still sufficient to create an Out. Since the ball is assumed to have landed fair for consideration of Baserunners, it cannot be recorded as an F6, so instead we would put 6-3, granting the 1B credit by necessity even though he did not contribute Save (Defense) results to the effort. If there are no Runners on Base, one may elect to be more creative with scorekeeping, and could in the above instance grant a result of F6, or if it were only the 1B who created the Out perhaps an L3.


In the event a game is tied after seven Innings have been played, the six active players on each team will exchange melee attacks as per Dragon Dice™ rules, with the Home Team attacking first. No substitutions may be made. The team that wipes out the other shall be awarded one Run and the victory.


Last edited by AC on Fri Nov 02, 2012 7:17 pm GMT; edited 2 times in total
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PostPosted: Fri Nov 02, 2012 7:12 pm GMT    Post subject: Reply with quote

Reserved for future use/updates/etc. (assuming this is permitted).

Questions? Need clarifications or explanations? Please reply below. Or ignore it all entirely. I'm already working on the next project. Enjoy.
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PostPosted: Fri Sep 13, 2013 10:32 pm GMT    Post subject: Reply with quote

I love this idea, thanks for sharing. The little bits of story are entertaining. What with the minor league season closing out, I may give this a try just to keep a little baseball in my life.
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