PITBOWL!!! V0.8 rework - Feedback appreciated

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Brot
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PITBOWL!!! V0.8 rework - Feedback appreciated

Post by Brot »

Here is a Ruleset of Pit Bowl which, as I see it, can be tested. Combined into a neat pdf :D
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Re: PITBOWL!!! (7s house rule set - WIP)

Post by Big Mill »

I like it. Have been looking for a solid 7's ruleset for a while now. This saves me from creating one.

The Kick Off table has been my biggest concern, but doing away with it completely, solves this problem quite simply.

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Re: PITBOWL!!! (7s house rule set - WIP)

Post by Hitonagashi »

Feedback from FUMBBL 7s...Lizardmen suck with halved positional limits.

They are normally 7 ST 4 players, and 4 ST 2, so 60%ish high strength on the pitch. With halved limits, they are 3 ST 4 and...4 ST 2. It makes a *huge* difference to the way they are played. Teams with easy access to MB/Tackle (such as Orcs) just blow them off the pitch. I've been trying to convince the 7s organisers for a while that they probably need an extra saurus or something.

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Re: PITBOWL!!! (7s house rule set - WIP)

Post by Ullis »

You're adding unnecessary complexity to the game with the injury table. -ST to either blocking or being blocked would still be a sackable offence in most cases but just makes it a lot harder to keep track of.

Also, kick off table is fun and it adds a layer of tactics to the game that you're taking away.

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Re: PITBOWL!!! (7s house rule set - WIP)

Post by Brot »

Here is the momentary ruleset (still unfinished). If you want you can take a look at it and give feedback.

A lot has changed. A lot of time has passed.
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Re: PITBOWL!!! (7s house rule set - WIP)

Post by garion »

Hitonagashi wrote:Feedback from FUMBBL 7s...Lizardmen suck with halved positional limits.

They are normally 7 ST 4 players, and 4 ST 2, so 60%ish high strength on the pitch. With halved limits, they are 3 ST 4 and...4 ST 2. It makes a *huge* difference to the way they are played. Teams with easy access to MB/Tackle (such as Orcs) just blow them off the pitch. I've been trying to convince the 7s organisers for a while that they probably need an extra saurus or something.
does it really? it adds very little in the way of tactics imo, just absolute set up basics like 2 squares back from los to avoid quick snap blocks and anti blitz set up, but kick off offers a hell of a lot more in the way of game changing luck in one roll of the dice. I'm not saying thats a bad thing, but tactics I dont think so, not beyond the most basic of stuff.

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Re: PITBOWL!!! (7s house rule set - WIP)

Post by Brot »

After a while i found myself that something is missed when playing without kick-off results. :( As such i tried to tweak them. In addition, i thought it would be best to have no effect on 6-8 (which means around half the time it is just a normal kick off.

It is my impression that the most hated kickoff results are: Blitz, Perfect Defense and Pitch Invasion. Superannoying and sometimes outright depressing.

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Re: PITBOWL!!! (7s house rule set - WIP)

Post by Brot »

Ruleset posted in PDF.

Stuff to look into - Inducements have to be thought through again (glad for any tips and feedback here :D), Custom Injuries ok? -> or revert back to normal Injuries?, Team Rosters ok (with the Big Guys?)
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Re: PITBOWL!!! (7s house rule set - WIP)

Post by Hitonagashi »

garion wrote:
Hitonagashi wrote:Feedback from FUMBBL 7s...Lizardmen suck with halved positional limits.

They are normally 7 ST 4 players, and 4 ST 2, so 60%ish high strength on the pitch. With halved limits, they are 3 ST 4 and...4 ST 2. It makes a *huge* difference to the way they are played. Teams with easy access to MB/Tackle (such as Orcs) just blow them off the pitch. I've been trying to convince the 7s organisers for a while that they probably need an extra saurus or something.
does it really? it adds very little in the way of tactics imo, just absolute set up basics like 2 squares back from los to avoid quick snap blocks and anti blitz set up, but kick off offers a hell of a lot more in the way of game changing luck in one roll of the dice. I'm not saying thats a bad thing, but tactics I dont think so, not beyond the most basic of stuff.
Yeah, it does. It's like always running a team with all your skills on skinks..great until they evaporate. Without G access, there's no way of protecting the skinks, and since Elves are by far the dominant races in 7s, everyone carries block/tackle (with MB if they can).

You can get lucky with Lizardmen and win, especially once you have BT/MB on saurii, but you are playing a stunty-esque game, not a positional one.

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Re: PITBOWL!!! (7s house rule set - WIP)

Post by Brot »

I kind of switched on my position on Big Guys and think it is no problem at all to (since it is not the narrow Street Bowl field)
allow them.

I think this would help the Lizardmen greatly, since the Kroxigor is a relatively solid Big Guy.

I played a practice game recently and have to agree on the Lizzies in 7s, very precarious game. Sauri ended up in the KO box on multiple occasions, which was a catastrophe for the team.

[Every Team that has extremely weak Linemen is in danger of suffering from the different Lineman/Positional ratio]

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Re: PITBOWL!!! (7s house rule set - WIP)

Post by Darkson »

Is it really a problem if the normal tiers (and teams positions within those tiers) is given a shake up?

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Re: PITBOWL!!! (7s house rule set - WIP)

Post by Hitonagashi »

Brot wrote:I kind of switched on my position on Big Guys and think it is no problem at all to (since it is not the narrow Street Bowl field)
allow them.

I think this would help the Lizardmen greatly, since the Kroxigor is a relatively solid Big Guy.

I played a practice game recently and have to agree on the Lizzies in 7s, very precarious game. Sauri ended up in the KO box on multiple occasions, which was a catastrophe for the team.

[Every Team that has extremely weak Linemen is in danger of suffering from the different Lineman/Positional ratio]

This was also a change the 7s leadership considered. I liked it for Lizardmen.

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Re: PITBOWL!!! (7s house rule set - WIP)

Post by Brot »

Will now upload the newest ruleset V0.5 - this I will probably playtest tomorrow.

I don't expect it to be a great problem, neither do i expect that everyone will run around with a Big Guy :D

1. The BB7s field is not as narrow as the Street Bowl pitch, which means it won't be that difficult to get around them.

2. Rerolls are extremely expensive - and its probably not best to risk them on Big Guys.

3. They are bumping your Team Value quite a lot.

Main question I have, what do you think is the best Inducement system for a 7s version? It's extremely hard to get it right, fun and also balanced in a way. Otherwise on of the following happens.

1. The inducements are too strong and everyone is min/maxing like hell.

2. The inducements are too weak and new teams don't stand a chance against grown ones.

AND/OR

3. The inducements are boring and people don't like them.

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Re: PITBOWL!!! V0.8 rework - Feedback appreciated

Post by Brot »

BUMP! :D new version, hoping for feedback

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