Dice Rules
Thanks to Ryan H. for submitting the dice rules. He can be contacted with any questions in regards to these rules.
NFL Showdown Dice Rules (this game is currently played without strats or plays).
Example: KR's speed is 13,number varies with KR's speed
Kickoffs, roll 1d20
1: 1-13 TD; 14-20 Fumble, kicking team recovers at 20 yard line
2: 50 yard line
3-5: 35 yard line
6-10: 30 yard line
11-15: 25 yard line
16-18: 20 yard line
19-20: 5 yard line
Passing
Roll 1d20 for key player.
1-5: QB
6-8: RB
9-15: WR
16-17: TE
18-20: OL
Rushing
Roll 1d20 for key player.
1-12: RB#1
13-16: RB#2
17-20: OL
Defense
Run Defense: -1 to a key player skill if a run, but +1 to an offense key if a pass (and vice versa with a pass defense package).
Here is how to determine what skill they use and who they will face on defense with that skill.
To determine defense #1 or #2; 1-15 #1, 16-20 #2, the same goes for offensive #1 and #2
QB: 1-3 power vs DL power
4-7 speed vs DL speed
8-15 accuracy 1-15 vs CB 16-20 vs SF
16-20 range 1-15 vs CB 16-20 vs SF
RB: 1-8 power vs LB power
9-14 speed vs LB speed
15-20 agility vs LB run stop
WR: 1-3 power vs CB power
4-13 speed vs CB speed
14-20 hands vs CB coverage
TE: 1-10 power vs LB power
11-13 speed vs LB speed
14-20 hands vs SF coverage
OL: 1-6 power vs DL power
7-10 speed vs DL speed
11-20 pass block vs DL pass rush (or run block vs. DL run stop on run play)
Here is an example play.
QB vs CB #1
QB acc is 15, CB cover is 12, making the QB a +3. (yardage charts shown below)
Passing
-4 or lower: INT
-3: Sack
-2 to 0: INC
+1: 5 yard gain
+2: 10 yard gain
+3: 15 yard gain
+4: 20 yard gain
+5 or more: Long Gain (QB Range + WR speed = yardage)
Rushing
-3 or lower: 5 yard loss
-2 to 0: no gain
+1 to +2: 5 yard gain
+3 to +4: 10 yard gain
+5 or more: Long gain (RB speed + OL run block)
WR/TE
0 or lower: INC
+1 5 yard gain
+2 10 yard gain
+3 15 yard gain
+4 20 yard gain
+5 or more:Long gain