I've always been fascinated with risk/reward paradigms, and I thought of an interesting way to apply it to Blood Bowl. What if you accrued SPPs for every risk you take during the game? Here's how it would work:
The risk of turnover basically comes in in two ways--you fail a d6 dice roll for some movement or agility-based feat, or you fail on block dice (and also getting called for commiting a foul or failing to bite a thrall, but let's leave those aside for a second). So imagine that every time you successfully complete an action, in addition to the reward of completing said action, the player who completed said action would be rewarded with SPPs. The number of points rewarded would be equivalent to the difficulty of the action.
You would get 1 SPP for every chance of failure on a six-sided die for a successful action (in which failure would result in a turnover or likely turnover, so no Hypnotic Gaze for example) you complete. 2+ = 1 SPP. 6+ = 5 SPP.
Blocking works a little different. You get SPP on block dice for knocking a player down while not causing a turnover. The number of SPPs is equivalent to the number of sides on the dice that wouldn't produce a knockdown in that particular given situation. If you are rolling multiple dice in your favor, the number of SPPs for succeeding is divided by the number of dice rolled. If you are rolling multiple dice in the opponent's favor, then the points are multiplied by the number of dice rolled.
Example: Your player has Block, the opponent doesn't have any defensive skills. You throw a two-dice block (in your favor). You get a knockdown on Both Down, Defender Stumbles and Defender Down on a single dice, so there are only three chances of failing to get a knockdown. Divide those three chances by two dice = 1.5. Round down and it means you get 1 SPP.
Example 2: You are making a desperation 1D block against a blodgy player. He will only go down on Defender Down, which you managed to roll. There were 5/6 chances he would stay on his feet, divided by 1 dice = 5 SPP. And if you accomplished the same rolling three block dice against it would be worth 15 points (and frankly, you would deserve them!)
For rolls that are accomplished using a Team Re-Roll or a skill reroll, you figure out the SPPs as normal and then divide by two (rounding down).
Clear as mud? A few clarifications:
- No SPPs for rolls for breaking armor (as on fouls or piling on, etc.). Although it technically can result in a turnover, no points for chainsaw attacks. No points for rolls where failure can't result in a turnover (Stab, Hypnotic Gaze, catching the kick-off, throw-ins, bouncing balls, etc.). Your player doesn't take risks, he doesn't get SPPs, pure and simple (with one exception, noted below).
- No SPPs for knockdowns on blocks made against you. You only get points on rolls you make.
- No SPPs for crowd-surfing someone, as much fun as that is. You only get points for knockdowns that occur on the pitch.
- A player throwing a pass needs to have his receiver catch it for him to get SPPs. He does not get SPPs for a player catching an inaccurate pass. The catcher still gets SPPs for it, though.
- In regards to throwing a team-mate, the thrower doesn't gain any SPPs. The player being thrown would gain points for a successful landing, but only if he was holding the ball.
- The one exception to the only-turnover-actions rule: You would get SPPs for making a successful interception, based on the chance of success to make said interception.
The other interesting facet would be that coaches who take more risks (and who generally aren't as good) would get help a little faster. Low-risk coaches who play smart with positioning would develop slower but wouldn't need the help as much.
That's the concept. Tell me what you think.