BeyBlades for D&D - Revised
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.
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.
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). The highest attribute score determines the "class" of Beigoma (i.e., high Attack equals Attack type, high Defense equals Defense type, high Stability equals Stability type). A Beigoma with all equal stats is considered "Balanced".
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 + a bonus based on the opponent’s beigoma (Defense types gain a +2 bonus vs Attack types, Attack types gain a +2 bonus vs Stability types, Stability types gain a +2 bonus vs Defense types. No Beigoma gains a bonus against Balanced types) 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.
Note: After letting this sit for almost six years, I finally revised the Beigoma types to provide a game mechanic to reflect their differences. I would like to extend a thank you to the readers who left comments and made suggestions.



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