Alternative Incentives
Posted: Wed Oct 26, 2011 10:15 am
My "group" currently uses a ruleset that still uses the team rating system, as opposed to increasing a player's value when he gains advances. Furthermore, we mainly play Dungeonbowl, which means that the handicap table associated with previous LRB editions cannot be used very well, since many of the handicap results modify the kick-off table, and there is no kick-off table in Dungeonbowl.
To mitigate this, I wrote this short set of rules as an alternative approach to handicaps and the incentive system. The idea is that the underdog team gets to choose between effects that make the game more equal (assassination, extra training), and effects that give rewards after the game for taking on a stronger opponent (bribing the press, sponsorship deal). Those who played Necromunda probably remember the rules for getting extra XP after fighting a gang with a higher gang rating, and I quite liked that and tried to represent a bit of that here.
To use these rules, when two teams face each other, compare their team ratings before the game (duh). If one team has a team rating that is 20 or more points higher than the other team, then the team with the lower rating (the underdog team) may take one Special Incentive action. If the team with the higher team rating (the favoured team) has a rating that is 40 or more points higher, the underdog team may take two such actions, and if the difference is 60 points or more, the underdog team may take three actions. Three is the maximum amount of actions that may be taken regardless of team rating difference, unless both players agree otherwise.
Special Incentive actions are divided into four different types. The type of action taken is freely chosen by the underdog coach, and any combination of actions may be taken. All actions are cumulative unless otherwise specified.
Special Incentive Actions
• Assassination. An assassin is sent to take out a key player from the opposition. The underdog player may choose a player on the favoured team and roll a D6. On a 4+, the chosen player is affected, otherwise the assassin gets confused and a random player on the team is affected instead (which may end up being the chosen player after all). Once an affected player has been found, roll a D6. On a roll of 2-5, the affected player must miss the game, and on the roll of a 6, also make a roll on the Casualty table and apply the result to the affected player.
• Bribing the Press. The underdog coach has bribed the commentators to talk up his team during the game. After the game, the underdog team is awarded one additional MVP award, and also gains a +1 modifier to its Fan Factor roll.
• Extra Training. Having worked extra hard to prepare, the underdog team gains a free Team Re-roll to use for this game. Also, during the post-game resolution, the underdog coach may purchase a new permanent Team Re-roll for half price, i.e. the normal price for a starting team. This cost reduction is not cumulative.
• Sponsorship Deal. The underdog coach has struck a special one-time sponsorship deal, and will be paid an additional D3+1 x 10,000 gold crowns after the game.
Comments and suggestions welcome.
To mitigate this, I wrote this short set of rules as an alternative approach to handicaps and the incentive system. The idea is that the underdog team gets to choose between effects that make the game more equal (assassination, extra training), and effects that give rewards after the game for taking on a stronger opponent (bribing the press, sponsorship deal). Those who played Necromunda probably remember the rules for getting extra XP after fighting a gang with a higher gang rating, and I quite liked that and tried to represent a bit of that here.
To use these rules, when two teams face each other, compare their team ratings before the game (duh). If one team has a team rating that is 20 or more points higher than the other team, then the team with the lower rating (the underdog team) may take one Special Incentive action. If the team with the higher team rating (the favoured team) has a rating that is 40 or more points higher, the underdog team may take two such actions, and if the difference is 60 points or more, the underdog team may take three actions. Three is the maximum amount of actions that may be taken regardless of team rating difference, unless both players agree otherwise.
Special Incentive actions are divided into four different types. The type of action taken is freely chosen by the underdog coach, and any combination of actions may be taken. All actions are cumulative unless otherwise specified.
Special Incentive Actions
• Assassination. An assassin is sent to take out a key player from the opposition. The underdog player may choose a player on the favoured team and roll a D6. On a 4+, the chosen player is affected, otherwise the assassin gets confused and a random player on the team is affected instead (which may end up being the chosen player after all). Once an affected player has been found, roll a D6. On a roll of 2-5, the affected player must miss the game, and on the roll of a 6, also make a roll on the Casualty table and apply the result to the affected player.
• Bribing the Press. The underdog coach has bribed the commentators to talk up his team during the game. After the game, the underdog team is awarded one additional MVP award, and also gains a +1 modifier to its Fan Factor roll.
• Extra Training. Having worked extra hard to prepare, the underdog team gains a free Team Re-roll to use for this game. Also, during the post-game resolution, the underdog coach may purchase a new permanent Team Re-roll for half price, i.e. the normal price for a starting team. This cost reduction is not cumulative.
• Sponsorship Deal. The underdog coach has struck a special one-time sponsorship deal, and will be paid an additional D3+1 x 10,000 gold crowns after the game.
Comments and suggestions welcome.