mattgslater wrote:So long as you're just firing a reroll every couple games the difference is moot. Firing before hiring only really matters if you're being dumb about it. One more thing to manage, put all the decision-making you want into it and a set of best practices will assert itself, and then it's all yawns once again.
Solution in search of a problem. Real drama exists in team development as-is: designing and maintaining your core pieces; balancing your builds; taking damage; doubles and stats; so many forks in the road, load issues, and gambits against Nuffle in any season's post-match sequences. Money doesn't play strongly into it now, and given the emerging best practices, this is unlikely to change much with Bank rules, except to punish the sudden collapse (and even then, only in a scheduled format). Yes, in contemporary BB, the conventional wisdom is to hire only MVPs and critical positionals and hoard cash until you can replace all positionals at once. But the Bank would just replace that with "hire MVPs, and positionals if it spares the cash to hire an MVP next game" which is not much of a departure at all. All it stops is sudden team rethinks/rebuilds, and to that I say, uh, nothing, because it doesn't usually go well.
No I don't think that it's as simple as you're making out. I agree about the best practice point you make, but only up to a point. By limiting the amount of money that each team will have (unless they want to endure the TV bloat), it will necessarily increase the amount of tough decisions a coach has to make. As you point out, the bank rules punish sudden collapse, but I think they will also punish more minor setbacks too. Add into that there will always be the decision between spend and save (I can't see how it would always be sensible for teams to stay under 100k, given the reasonable possibility of losing two or more valuable players in a single game, so this is a real decision) and there is plenty to consider.
Having said that I don't think that this part of the post match sequence is as interesting as the team development part - choosing new skills and so on is certainly more exciting, I agree - but I do think it actually enhances the team development aspect. It makes each choice to spend money slightly more agonising, which I think is funner.
Of course, you do raise some excellent points and I'm not sure that the Bank rule as is should actually be introduced into the main rulebook (though it's better than the petty cash thing), but the rule is in the right direction. I used to play a lot of Football Manager and found the funnest teams to play with were the ones where money was a problem, rather than so abundant you didn't know what to do with it. Chester FC rather than Man City for me, though I know that's not for everyone.