BeyBlades for D&D

Turns out that my kids are into the whole “Beyblade” thing and the only thing the youngest one asked for this year for Christmas was a “Winning Valkyrie” Beyblade.  Aside from knowing that the game is basically a modernized version of battling tops and that there is a cartoon to promote the toy, I knew absolutely nothing about Beyblades up until this weekend.




As I watched the boys play with their new “Beys”, I found myself fascinated by their game and the way they talked about different types of strategies and customized builds for their tops.  I gave some thought to a “BeyBlog” that would focus on different combinations of parts, the results of mini-tournaments, product reviews, and maybe a breakdown of individual episodes of the show (although how they managed to wring enough drama out of top-spinning to produce three seasons of the show with over 50 episodes per season confounds me entirely). Given the age of Beyblade’s target demographic I am currently shelving this idea. 

I started to wonder if there was a way to incorporate their hobby into my campaign. 

Turns out, yes there is. 

Beyblade is a battling top game where the goal is to either have your top’s spinning out last your opponent’s or to knock their top out of the ring.  Several Eastern countries have traditional versions of this game, from Koma in China, Beigama in Japan, and Gasing Pangkah in Malay.  This traditional version of the game could easily be adapted into any of the “Eastern” campaign settings like Kara-Tur or Rokugan.






Beigoma (which I am choosing because there was more about it on the internet than the other two versions of the game) was originally played with spiraled seashells that were filled with sand and sealed with wax.  A string would be wrapped around the shell and, when pulled, this string would get the shell spinning.  Lead and cast metal would eventually replace the seashells but the rules for the game remained pretty much unchanged.  Beigoma can only be used on a hard surface (stone or wood preferred) although the top of a drum is often used as a “ring” as well. 

As a toy, a Beigoma has three statistics: Attack, Defense, and Stability.  The player customizes his beigoma by dividing six points between the attributes (minimum of 1 in each category). 

Points are earned by knocking down your opponent’s top (1 point), knocking their top out of the ring (2 points), or simply by remaining spinning longer than your opponent (1 point).  Beigoma matches are handled by rolling 1d20 + the beigoma’s best stat + ½ the character’s Dex modifier with the highest result winning a match (if the higher score is double the lower score, the loser suffers a “ring out”).  The first player to reach seven points is declared the winner of a match.
Some Beigoma, however, are enchanted as magic items that generate the effects of a 3rd level (or less) Abjuration spell while they spinning.  These enchanted beigoma come in three varieties – minor, improved, and greater.  They are activated with a move action.  They will spin for 1d4+1 rounds (1d4+2 for improved and 1d4+3 for greater) but the duration is halved on an uneven surface.  Common examples include a Beigoma of Protection from Evil, an Improved Beigoma of Protection from Arrows, or a Greater Beigoma of Wind Wall.  Personal range spells affect the user and area effect spells are centered on the top itself.

Comments

  1. I know this was literally a year ago, but I'm actually interested in this subject and was wondering what the point of having different attributes is if you just use the highest. In theory I could just put 1 in x attribute 1 in x attribute and then 4 in the last one for the best chance to win.
    Also what do the spells do while on a beigoma? You say they spin for a certain duration but what does that affect?

    ReplyDelete
  2. You could divide your points that way but so could your opponents. This could/would result in tie after tie until a win is finally achieved. The spells function normally but are centered on the beigoma. The spell ends when the spinning stops.

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    Replies
    1. What would the point be in the different stats though? Attack vs Stability. What to they do if they are only used for "Roll plus highest stat?"

      Delete
  3. Currently there isn't a use for the three stats Attack, Defence and stability but I think it would work if you introduced a rock paper scissors triangle. Have it so if you try to use the a stat weak against someone using the relivant stat it would negate your modifyer if it matched or was higher. Meaning there was a reason for all the stats.

    Attack is weak against defence

    Defence is weak against stability

    Stability is weak against attack.

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