Possible streamlining of skill roll.

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Pantera
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Post by Pantera »

The 1d6 suggestion is good. The only thing is that its against the "1s are bad". But then again, rolling two 1s on the old table isn't exacty bad :)

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Post by Toby »

Ok, this was the original suggestion, i added the propabilities.
It would be nice if someone recalculates them in case i made a mistake...

Star Player Roll
50% 1-3 Choose a normal skill
17% 4 Pick a trait or choose a normal skill
17% 5 Chose any Skill
17% 6 Roll for an player statistics increase

Statistic Increase Roll (Statistics can increase up to two points over their original value, maximum value is 10)
11% 1-4 Choose to increase MA or AV
06% 5-6 Choose to increase AG or ST

Physical Trait Roll (Availiable to Chaos, Skaven, Minotaur and Rat Ogre Players)
17% 1 Choose to gain Big Hand or Claw
17% 2 Choose to gain Extra Arms or Foul Appearance
17% 3 Choose to gain Horns or Prehensile Tail
17% 4 Choose to gain Razor Sharp or Claws or Spikes
17% 5 Choose to gain Tentacles or Thick Skull
17% 6 Choose to gain Two Heads or Very Long Legs

Ageing Result Roll: (Players can suffer each niggling injury only once)
17% 1 Roll for an player statistics decrease
17% 2 Gain niggling injury (Fractured Leg)
17% 3 Gain niggling injury (Damaged Back)
17% 4 Gain niggling injury (Smashed Knee)
17% 5 Gain niggling injury (Pinched Nerve)
17% 6 Gain niggling injury (Smashed Hand)

Statistic Decrease Roll: (Statistics can decrease up to two points below their original value, minimum value is 1)
11% 1-4 Choose to decrease MA or AV
06% 5-6 Choose to decrease AG or ST

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Post by Norse »

I like the skills and increases etc..

not sure about the mutations though.. it takes a lot of control away from players with these teams..

One point of comment though..

No statistic can go up by more than 2 or exceed 10..

IF this was also the case for MA, then wouldn't this help to solve the 1 turn scorer problem?

AV and MA are capped at 10, and ST and AG increases can only go up by a maximum of 2!

Works for me...

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Furelli
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Post by Furelli »

Norse, I like your suggestion providing there is an alternative for not getting the stat increase. Such as all stat increases count as a 'double'.

This would give:

2-7: Normal Skill access
8-9: Trait or Any Skill
10: MA or Trait or Any Skill
11: AG or Trait or Any Skill
12: ST or AV or Trait or Any Skill

Furelli.

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Post by Toby »

Norse wrote: not sure about the mutations though.. it takes a lot of control away from players with these teams..
I agree the random idea takes away team development control and that is against the spirit of the game.


Statistics Minumum 1 and maximum 10 as well as +/-2 increases or decreases are the way we always played the game.

Note that the +/-2 rule refers to the Basic Value. A player could get +1MA, +1MA, -1MA (Injury), +1MA

That means for a one turn scorer you need +1MA, Sprint and pass 3 go for it rolls.

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Post by Norse »

Works for me..

but at present as I understand it, a Skaven GR could get +1 MA, +1 MA AND VVLegs for a base movement of 12!!

If I'm wrong (I ALWAYS AM!) then that's even better..

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Post by Toby »

I think you are right, we decided to limit MA just like AV is to 10.

We had MA 12 Gutter Runners who were retired by their coaches because those rats were considered bad manner by all coaches. Then we decided to allow choosing a normal skill (any skill on a double) instead of a Stats increase for all Teams to compensate wasted Star Player Rolls.

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Post by Norse »

Well a max of 10 would really help I think... :?:

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Post by Toby »

i created a new topic to summarize whats adressed and i really hope it gets resonance because i think it collects a lot of stuff that came up on this board since i joined. :?:

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GenoNBBL
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Post by GenoNBBL »

NO Stat can ever go above 10 or increase by more than 2, I'm pretty sure I've read that somewhere. Well, that's how we play it anyway.

1 Turn Scorers still exsist though.

Gutter Runner/WE Catcher (MA9). MA+1 and sprint = Movement of 13 = TD.

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Post by Toby »

Toby wrote:That means for a one turn scorer you need +1MA, Sprint and pass 3 go for it rolls.
3 "Go For It" rolls = 125/216 = 58% chance not to fall over. I can live with that i think.

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christer
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Post by christer »

3 "Go For It" rolls = 125/216 = 58% chance not to fall over. I can live with that i think.
Let's assume this same gutter runner gets sure feet as well.. The probability changes _very_ drastically to ~87% chance of success.

Warning: Mathematical explanation follows

p = chance of success of a single dieroll ( = 5/6 )
P(A,B,p) = probability to succeed with exactly A out of B rolls, each with probability p. Don't remember the formula off-hand, but I have a nice little program on my HP48 for this :).
P = Chance to succeed with the one-turn TD.

Succeding with three GFIs with sure feet would be equivalent of rolling four dice allowing at most one '1'. This can be stated as:

P = P(3,4,5/6) + P(4,4,5/6) =~ 0.39 + 0.48 = 0.87 = 87%

Anyone able to confirm this?

-- Christer

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Post by Toby »

Thx Christer :)

Go For it fix:

GFI1+0
GFI2+1
GFI3+2

(Modifier to the D6 roll)

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Post by DoubleSkulls »

Having thought about it I must admit that I quite like the difficult decision between choosing a trait, skill or stat increase.

Don't you just love the agonising that goes into choosing dodge over stand firm? Look at how many posts there are on "what should take on a double?"

Its one of the many things that make BB always a novel and interesting experience.

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Post by wesleytj »

Toby wrote:Thx Christer :)

Go For it fix:

GFI1+0
GFI2+1
GFI3+2

(Modifier to the D6 roll)
Great. Now why would anyone take sprint except for potential 1-turn scorers? It would only be them for whom the benefits make the rougher die roll worth it.

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