## Content of the article: "Someone earlier posted his rule to play Volleyball, so I was inspire to post my rule for hockey (or soccer or football)"

My set of rule is based on the Bloodbowl tabletop games. I homebrew it a little to used for a hockey game when my PC were simply kids. They lost the match but injured the local bully, so it was a moral win. Feel free to adjust, modified, change or add as per you convenience.

What I did was, I divided the stats by 3, so an 18 became a 6. The DC do to anything, like a feint or simply to get out of another players reach, was 7 minus the stats required. Ex: Bob has a Dex of 15, divided by 3 that's 5. He trying to move out of harm way so he must roll a D6, the DC would be 7-5 = 2. 1 is always a mistake and 6 always a success.

Tackle : Compare the Str of the two individual. If equal, the DC would be 4. If superior DC 2 if less DC 5. You can also get help by adding or subtracting from the Dc for each individual on either side. If tackle is successful, victim is prone.

Injury: Once the tackle is resolve. Divide the Ac by 2, then throws 2d6. If result is higher than Ac, roll on the injury table (you can use the same table in the Bloodbowl game)

Pass : Calculate the DC as normal using Dex or Int. Then adjust using range . 20ft +0 40ft +1 60ft +2. If fail, puck is loose, 1d6 x 5ft from passer then scatter 1d8. If an enemy is adjacent to you, per enemy add 1 to the DC.

Catch : Dex or Wis. If pass was a great success (succeed by 2 or more) reduce the catch DC by one. If enemy is adjacent to you, per enemy add 1 to the DC. If fail, roll for scatter (1d8)

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Shot on goal : Calculate DC using range (same as pass) then used either Str, Dex or Int. If fail, puck is loose behind net, roll randomly.

Goalie : Base DC to save is 7 – Dex or Wis. If shot is a great success (succeed by 2 or more) increase DC by 1. Optional rule. Give goalie a 10ft area. If goalie doesn't face the shooter, add 1 to the saves DC.

Feint, dodge or avoid opportunity attack : To move out of a player threatening square. Roll Dex. DC being 7 – Dex scores. If fail, players fall prone and lose puck if he had it. Roll for scatter (1d8)

Move: 30ft per players. Can try to move an extra 5ft two times. Roll 1d6 for each extra step, on a 1, players fall prone and lose puck if he had it. Roll for scatter (1d8)

Interception : If a players is in the line of a pass or shot, he can try to intercept. The DC is 9 – either Dex or Wis.

And that was it, mostly. I try to keep it simple and fun and probably adjusted some rules during play, but I don't remember. Have fun.

Source: reddit.com

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