Spikey - reduce the effects of Riots?
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Spikey - reduce the effects of Riots?
A lot of people at tournaments hate getting riots as they believe it effects the result of the game too much.
So should riots be reduced to D3 turns?
So should riots be reduced to D3 turns?
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Ian 'Double Skulls' Williams
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I'm loath to reduce the effects of Pitch Invasion. You may as well tell everyone to take FF 1 - why bother with higher levels otherwise?
As for blitz you can set up on offence so that a blitz (or perfect D) hurts you less. A little bit of caution and interlocking TZ across your front makes blitz much less dangerous, and really it ought to only cost you a turn or two.
As for blitz you can set up on offence so that a blitz (or perfect D) hurts you less. A little bit of caution and interlocking TZ across your front makes blitz much less dangerous, and really it ought to only cost you a turn or two.
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Ian 'Double Skulls' Williams
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Riot cost me a game at the FO; I'm not too fond of using houserules at tournaments, but reducing Riot from 1D6 to 1D3 would be a nice idea, I think
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It's how I am playing it at CamCarnage - otherwise it can simply ruin someone day and when you've paid for a ticket then it leaves a bitter taste...
While we are on the subject on the kickoff table, what about the idea of making the weather result force a re-roll that changes the weather, i.e. re-roll the weather until it changes?
I personally can't see the point of that result as it rarely does anything.
While we are on the subject on the kickoff table, what about the idea of making the weather result force a re-roll that changes the weather, i.e. re-roll the weather until it changes?
I personally can't see the point of that result as it rarely does anything.
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That's exactly the point though. Lessen the effects of the more serious effects of the KO table and have more results that don't do anything.Indigo wrote:It's how I am playing it at CamCarnage - otherwise it can simply ruin someone day and when you've paid for a ticket then it leaves a bitter taste...
While we are on the subject on the kickoff table, what about the idea of making the weather result force a re-roll that changes the weather, i.e. re-roll the weather until it changes?
I personally can't see the point of that result as it rarely does anything.
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Well what's the point of using the kickoff table if the goal is to have it not affect the match in a meaningful way. Riot is unbalanced IMO, esp. for tourneys, but the weather can add an interesting and more balanced element into play that will force coaches to adjust how they play.Deathwing wrote:That's exactly the point though. Lessen the effects of the more serious effects of the KO table and have more results that don't do anything.
For example, a blizzard will force throwing teams to run more which requires these coaches to be able to run with the ball as well lobbing it around.
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The 'point' is for fluff, fun and a bit of unpredictablity.
The average of 2d6 is 7, so (under your proposal) after a team scores there's a good chance that the weather will change and adversely effect the team that's just conceded next drive.
"You've just gone a score down, now it's harder to pick it up, pass it or gfi....ok, end of drive. Now I've got the ball back, the average 7 comes up again and guess what? Perfect weather for me again!" Really, think about it.
And why must 'something' happen every single time the ball is kicked? About the only time nothing happens now is when weather comes up and it remains fine, and you want to do away with that?
I believe the KO table in general should have less impact. I really like what Phil's done with the LPL tables. Basically they're D66 tables with D3 turn riots, Thrown Rocks automatically stunning the player being hit, blitzes allowing you to move one player, and a lot of results where nothing happens. (There's a lot of staidum specific fluff too, but that's getting away from the point..)
The utter randomness of the KO table IMO should not cost you games (at least not in a tourney situation and not for NAF ranking points).
The average of 2d6 is 7, so (under your proposal) after a team scores there's a good chance that the weather will change and adversely effect the team that's just conceded next drive.
"You've just gone a score down, now it's harder to pick it up, pass it or gfi....ok, end of drive. Now I've got the ball back, the average 7 comes up again and guess what? Perfect weather for me again!" Really, think about it.
And why must 'something' happen every single time the ball is kicked? About the only time nothing happens now is when weather comes up and it remains fine, and you want to do away with that?
I believe the KO table in general should have less impact. I really like what Phil's done with the LPL tables. Basically they're D66 tables with D3 turn riots, Thrown Rocks automatically stunning the player being hit, blitzes allowing you to move one player, and a lot of results where nothing happens. (There's a lot of staidum specific fluff too, but that's getting away from the point..)
The utter randomness of the KO table IMO should not cost you games (at least not in a tourney situation and not for NAF ranking points).
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