Skateboarding Rules for B/X

I've been getting into skateboarding again recently, I used to do it a lot as a kid but then I moved to where the closest sidewalk was a mile away in town.
Anyways here are some rules for movement on skateboards.

Characters

All classes gain a new save, save vs wipeout. This is used to avoid the consequences of board based acrobatics and other tricky maneuvers. Dexterity provides a bonus to wipeout saves as Wisdom provides saves vs magical effects.

Level Cleric Fighter Magic User Thief Dwarf* Elf Hobbit
1 13 13 14 12 12 13 12
2 13 13 14 12 12 13 12
3 13 13 14 12 12 13 12
4 13 11 14 12 10 11 10
5 11 11 14 9 10 11 10
6 11 11 12 9 10 11 10
7 11 9 12 9 8 9 8
8 11 9 12 9 8 9 8
9 9 9 12 6 8 9
10 9 7 12 6 6 7
11 9 7 10 6 6
12 9 7 10 6
13 7 5 10 3
14 7 5 10 3

*dwarves gain a +2 bonus to avoid wiping out on downhills due to their mountainous upbringing.

For monsters

Hit Dice Save vs Wipeout
Normal Human 15
1-3 13
4-6 11
7-9 9
10-12 7
13-15 5
16-18 3
19-21 2
22+ 2

Vehicles

Boards are defined by their 3 speeds, their Flat Speed, Wobbling Speed, and Max Speed.

  • Flat Speed is how fast the board can go on flat ground at normal cruising pace. This speed may be maintained as long as the rider wishes on flat ground
  • Wobbling Speed is the speed at which some control of the board is needed. A save vs wipeout is needed to do any tricky maneuvers while moving at wobbling speed.
  • Max speed is the maxium speed a board can handle before the death wobbles set in. Moving above this speed requires a save vs wipeout every round to stay on the board.

Skateboards (10gp)

FS (45') WS (75') MS (100')

Longboards (15gp)

FS (60') WS (85') MS (110') Special: Tricks are impossible on the longboard.

Movement

A skater can accelerate by their encounter movement per combat round.
While going up and down hill this acceleration is changed depending on the four categories of slope.

  • Slight: 5'
  • Notable: 10'
  • Steep: 20' (not accelerating once the skater has hit Wobbling Speed is a tricky maneuver)
  • Suicidal: 30' (the skater has no choice but to accelerate)

While moving uphill this value is subtracted from the skater's acceleration, while moving downhill it is added.

Additionally while going downhill encumbrance factors into acceleration. The difference between the skater's unencumbered speed and their current speed is added to their downhill acceleration value. For example a skater so encumbered as to be moving at 10' per round instead of the default 40' would gain a +30' acceleration per round going downhill.

Wiping Out

Wiping out on non solid ground is just treated as falling. Wiping out on solid ground the skater suffers 1d6 damage per 10' of speed they had while wiping out.

Combat

Attacking someone while traveling at 60' per round counts as a mounted charge.

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