Buffing Sneaky Git
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Buffing Sneaky Git
What do you coaches think of buffing Sneaky Git to something like:
Rerolling AV rolls (to avoid dubbles rolls) to avoid being sent off?? Too good???
Rerolling AV rolls (to avoid dubbles rolls) to avoid being sent off?? Too good???
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Re: Buffing Sneaky Git
I like what SG does right now and don't think the current rule should be redesigned, just added on to be a little bit better. A simple way to improve SG is to change the wording from "doubles on the Armour roll unless the Armour roll was successful." to "doubles on the Armour or injury roll unless the Armour roll was successful and the injury roll was 5 or more." Perhaps even 6 or more for SG to be worthwhile.
I prefer if armour and injury roll are not rerollable and that PO is the only oddboy that messes with that principle.
I prefer if armour and injury roll are not rerollable and that PO is the only oddboy that messes with that principle.
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- Rolex
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Re: Buffing Sneaky Git
I think SG as it is now is worthless. What it does is not worth the added TV.
If you foul you foul to hurt, usually with plenty of assist.
But I would not like a change of mechanics, just a buff.
If the SG player could be expelled only on doubles on injury rolls (ignoring doubles on armor rolls) I think it would be fine.
If you foul you foul to hurt, usually with plenty of assist.
But I would not like a change of mechanics, just a buff.
If the SG player could be expelled only on doubles on injury rolls (ignoring doubles on armor rolls) I think it would be fine.
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- mattgslater
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Re: Buffing Sneaky Git
I think assists should be optional and calculated after rolling. That would fix Sneaky Git. Injury only is too good, IMO, it should be second-tier.
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Re: Buffing Sneaky Git
Rolex's idea seems decent but I agree, might be too good. Matt's fix would improve SG but not by enough imo.
My previous thought was a reroll if kicked out, but as was pointed out, probably way too powerful.
Another idea: SG fouls can exceed the one-per-turn limit. The old 'safety' on non-armour breaks would be deleted. I can see a team full of SGs running around for a few turns fouling everything that lies down, but this would be a fairly risky strategy if any foul has a 1/3 chance of ban. Is this also too powerful?
My previous thought was a reroll if kicked out, but as was pointed out, probably way too powerful.
Another idea: SG fouls can exceed the one-per-turn limit. The old 'safety' on non-armour breaks would be deleted. I can see a team full of SGs running around for a few turns fouling everything that lies down, but this would be a fairly risky strategy if any foul has a 1/3 chance of ban. Is this also too powerful?
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Re: Buffing Sneaky Git
My solution to sneaky git is this:
If a player with sneaky git is caught fouling or using a secret weapon roll a D6 on a 1-3 he is ejected from the game. On a 4-6 he is placed in the reserves.
It's like regeneration for cheating.
If a player with sneaky git is caught fouling or using a secret weapon roll a D6 on a 1-3 he is ejected from the game. On a 4-6 he is placed in the reserves.
It's like regeneration for cheating.
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- Fassbinder75
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Re: Buffing Sneaky Git
That is just too strong. Secret weapons are priced with the expectation that they're one-drive wonders +/- bribes. It would be auto-take unless it got moved to G from A.Zagadoo wrote:My solution to sneaky git is this:
If a player with sneaky git is caught fouling or using a secret weapon roll a D6 on a 1-3 he is ejected from the game. On a 4-6 he is placed in the reserves.
It's like regeneration for cheating.
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Re: Buffing Sneaky Git
True but it might be fine if it applied only to fouls. Here is how the Kicked Out chances would break out:Fassbinder75 wrote:That is just too strong. Secret weapons are priced with the expectation that they're one-drive wonders +/- bribes. It would be auto-take unless it got moved to G from A.Zagadoo wrote:My solution to sneaky git is this:
If a player with sneaky git is caught fouling or using a secret weapon roll a D6 on a 1-3 he is ejected from the game. On a 4-6 he is placed in the reserves.
It's like regeneration for cheating.
Code: Select all
Tgt AV no skill SG Inj only 4+ save SG back out on AV doubles
9 18.52% 7.41% 2.78% 9.26% 1.85%
8 20.37% 9.26% 4.63% 10.19% 3.70%
7 22.22% 13.89% 6.94% 11.11% 5.56%
6 25.00% 16.67% 9.72% 12.50% 8.33%
5 26.85% 21.30% 12.04% 13.43% 10.19%
4 28.70% 23.15% 13.89% 14.23% 12.04%
3 29.63% 26.85% 15.28% 14.81% 12.96%
2 30.56% 27.78% 16.20% 15.28% 13.89%
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Re: Buffing Sneaky Git
Having tested something even stronger in NTBB, we've had no problems with it. 4+ to recover from ejection each drive.That is just too strong. Secret weapons are priced with the expectation that they're one-drive wonders +/- bribes. It would be auto-take unless it got moved to G from A.
Mind you, NTBB wants to buff the tier 3 teams, so if you don't like the thought of a more useful gobbo team, then it could be problematic.
Cheers
Martin
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Re: Buffing Sneaky Git
I always liked saying an ejected SG player goes to the KO not cas box.
And making the armour break thing part of either a) right stuff or b) dirty player.
Course I liked arguing the call as well...
And making the armour break thing part of either a) right stuff or b) dirty player.
Course I liked arguing the call as well...
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