In honor of the new baseball season, here are some ideas for using Skulduggery to play baseball. The rules are modeled after the vehicle combat rules. I have not playtested these! But they make sense to me. And I could definitely see taking these rules a step further to simulate each at bat. But in that way lies madness!
In the long version, the game is played in nine innings, each composed of two half-innings. It will be necessary to track the progress of the game as each half-inning is completed.
Teams have three abilities: Pitching, Hitting, and Fielding.
Teams are ‘In Field’ (IF) or ‘At Bat’ (AB).
IF team rolls Pitching. On a failure, the AB team notes ‘Runs scored’. The half inning is over. The teams then switch positions.
On a Pitching success, AB team must roll Hitting. On a failure, no runs are scored, and the half inning is over.
On a Hitting success, the IF team must roll Fielding. On a failure, the AB team notes ‘Runs Scored’ and play continues with the IF team rolling Pitching again.
On a Fielding Success, no runs are scored, and the half-inning is over.
Play continues through nine innings. At the end of the ninth inning, each side totals the number of ‘Runs Scored’ results it achieved. The team with the higher total wins the game. If the ‘Runs Scored’ totals are tied, then the game must proceed to extra innings. The game ends anytime the Home Team has more Runs Scored results than the visiting team.
Pitching, Hitting, and Fielding all use the Athletics Pool, unless the GM determines otherwise. Each team starts with a Team Pool based on the quality of the starting players for the positions. All-star players are worth 5 points, Expert players are worth 4 points, Professional players are worth 3 points, Amateur players are worth 2, and Sandlot players are worth 1 point. There are 9 starting positions (Pitcher, Catcher, First base, Second base, Third base, Shortstop, Left Field, Center Field, and Right Field). An all All-Star team would have 45 points, while a Sandlot team would have 9 points. A mixed team would have a score somewhere in the range from 9-45 with even more variation if player characters are on the team. The team Pool must then be divided among the three abilities (Pitching, Hitting, Fielding). Player characters on the team do not add to the team Pool. Player characters can draw from their own Athletics pool for these rolls or they can draw from the Team’s pool for the relevant ability. A player character making rolls for 2 abilities incurs an automatic 1 point levy for all rolls; a player character making rolls for all 3 abilities incurs an automatic 2 point levy for all rolls. If both the team ability score and the player character’s pool drops to 0, then the roll in that ability suffers a 1 point penalty.
The short version of the game is resolved with one ‘at bat’ for each team. Each team will roll Pitching, Hitting, and Fielding. In this case, the type of Pitching and Fielding failures equate to different amounts of ‘Runs Scored’ for the other team. Dismal Failure equals 3 runs scored for the other team; Routine Failure equals 2 runs scored for the other team; and Exasperating Failure equals 1 run scored for the other team. Similarly, Hitting successes will also add Runs Scored for one’s own team. Hair’s Breadth Success adds 1 run scored; Ordinary success adds 2 runs scored, and Impressive success adds 3 runs scored.
The winner of the game is the team that achieved the most ‘runs scored’ results. In the event of a tie, each side rolls the Abilities again, one at a time [Pitching, then Hitting, then Fielding]. If the game remains tied, play on until the tie is resolved. There are no ties in baseball.
Levies and boons are awarded for Hair’s Breadth success and Exasperating failure, respectively, as in normal rolls. Rolls of 1 and rolls of 6 incur the normal reroll and counter costs as well.