Do You Have A New Skill Idea?

Got a great idea and/or proposal for BloodBowl?

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Re: Do You Have A New Skill Idea?

Post by Chris »

Call it extra heavy armour or somesuch.

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Re: Do You Have A New Skill Idea?

Post by celticgriffon »

Regarding Carapace - If the skill was called Carapace perhaps it should be a trait instead of a mutation imo.

One other note - for Grudge we have finally decided it is against the team which did the foul, not the race. So basically if you have Grudge it is labelled / Grudge and then the name of the team the player has the Grudge against.

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Re: Do You Have A New Skill Idea?

Post by lunchmoney »

dode74 wrote:Already done with "Invulnerable" on Savage Orcs.

If such a skill were to come into this era of BB, though, I certainly wouldn't make it a mutation. General or Strength, I think - probably S. The fluff would need reworking, ofc, but the mechanic would fit best there I think.
'cos Dwarfs need another buff... :wink:

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Re: Do You Have A New Skill Idea?

Post by dode74 »

At higher tv's they arguably do. Same with orcs. My concern would be cds and chaos.

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Re: Do You Have A New Skill Idea?

Post by celticgriffon »

I have always wanted to have a skill which would activate when a player is prone (not stunned). I was thinking it could be called Trip.

Trip can only be used when the player is prone on the pitch. Basically anyone trying to either dodge or go for it out of the Trip player's tackle zone gets a -1 to their dodge or go for it roll.

It wouldn't be a skill that would be used too often but it could be fun. And it would stack well with Piling On and/or Wrestle.

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Re: Do You Have A New Skill Idea?

Post by fidius »

dode74 wrote:If such a skill were to come into this era of BB, though, I certainly wouldn't make it a mutation. General or Strength, I think - probably S. The fluff would need reworking, ofc, but the mechanic would fit best there I think.
Strikes me as insanely broken either way. Having said that, certain players should have immunity to Claw imo, particularly Treemen and Deathrollers. This could be handled by a new Extraordinary skill, I'd call it Impervious. Other candidates for Impervious might be Beast of Nurgle, and certain of the dead, ie Mummies and Tomb Guardians. For TGs I almost wouldn't mind keeping Decay if they were Impervious to Claw.

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Re: Do You Have A New Skill Idea?

Post by Chris »

I see nothing wrong with cancelling claw, though not mighty blow (which is accessible to everyone). You then have a strategic choice to make in a league which is a tough one - be vulnerable and keep up skills wise with ag teams or become tougher but effectively less skilled and at which point in player development do you get it?

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Post by Shteve0 »

My thinking with pitching it as a mutation is that the majority of M access players already have armour 8 or less and that its a tradeoff of taking a defensive skill against a power skill for the others. Making it S access would mean a loss of sacrifice for Corfs (in that they would need a second double or to pass up claw for it in the first instance). Dwarfs and Orcs would benefit from it indirectly; while the M teams are taking Carapace theyre not taking ClawPOMB, and since the presence of an effective skill for effectively cancelling claw surely lessens its appeal.

It doesn't cancel MB, it just moves it to injury only.

Thanks for the link dode, that roster may well have lodged the idea back in the recesses of my consciousness previously and thus explain the identical functionality of the skill :)

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Re: Do You Have A New Skill Idea?

Post by Joemanji »

Could make it an Agility skill and base the fluff around evasion. That way it is a double for high-AV players and a normal for players with AV8 at best.

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Re: Do You Have A New Skill Idea?

Post by celticgriffon »

celticgriffon wrote:I have always wanted to have a skill which would activate when a player is prone (not stunned). I was thinking it could be called Trip.

Trip can only be used when the player is prone on the pitch. Basically anyone trying to either dodge or go for it out of the Trip player's tackle zone gets a -1 to their dodge or go for it roll.

It wouldn't be a skill that would be used too often but it could be fun. And it would stack well with Piling On and/or Wrestle.
I have been thinking about this a lot and I think it would be a perfect buff for Snotlings or Halflings. Cause Halfling and Snotlings are sneaky like that...!

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Re: Do You Have A New Skill Idea?

Post by Regash »

Sounds rather powerful as you can knock down all the halfling or gobo players in a team and still have no way of getting a clear path to the endzone.
I'm pretty sure this would be first pick for all players in these teams, no matter what.

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Re: Do You Have A New Skill Idea?

Post by Afroman »

Regash wrote:Sounds rather powerful as you can knock down all the halfling or gobo players in a team and still have no way of getting a clear path to the endzone.
I'm pretty sure this would be first pick for all players in these teams, no matter what.
This is Stunty Porn basicly.
Even though the chances are in your favor of removing a stunty player once he falls, you will hesitate to block at all if it means you cannot dodge from him if he stays. I can see how I refuse to stand up with my players and just wait until he either gets ejected for fouling or gets tripped.

A bit boring to play against and maybe unbalanced since it is completely risk free to use.
One could argue that it is completely useless while standing. And that the trade off is that you take it instead of sidestep(which has a similar effect.).

Wouldn't probably brake the game though.....

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Re: Do You Have A New Skill Idea?

Post by mawph »

Afroman wrote:
Regash wrote:Sounds rather powerful as you can knock down all the halfling or gobo players in a team and still have no way of getting a clear path to the endzone.
I'm pretty sure this would be first pick for all players in these teams, no matter what.
This is Stunty Porn basicly.
Even though the chances are in your favor of removing a stunty player once he falls, you will hesitate to block at all if it means you cannot dodge from him if he stays. I can see how I refuse to stand up with my players and just wait until he either gets ejected for fouling or gets tripped.

A bit boring to play against and maybe unbalanced since it is completely risk free to use.
One could argue that it is completely useless while standing. And that the trade off is that you take it instead of sidestep(which has a similar effect.).

Wouldn't probably brake the game though.....
Surely its not a great deal different to the -1 modifier should that goblin be standing? The only difference being during the turn you actually knock them down (and then only if you don't break armour).

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Re: Do You Have A New Skill Idea?

Post by hutchinsfairy »

Afroman wrote:
Regash wrote:Sounds rather powerful as you can knock down all the halfling or gobo players in a team and still have no way of getting a clear path to the endzone.
I'm pretty sure this would be first pick for all players in these teams, no matter what.
This is Stunty Porn basicly.
Even though the chances are in your favor of removing a stunty player once he falls, you will hesitate to block at all if it means you cannot dodge from him if he stays. I can see how I refuse to stand up with my players and just wait until he either gets ejected for fouling or gets tripped.

A bit boring to play against and maybe unbalanced since it is completely risk free to use.
One could argue that it is completely useless while standing. And that the trade off is that you take it instead of sidestep(which has a similar effect.).

Wouldn't probably brake the game though.....
The way I read the suggestion it doesn't cause extra dodge/gfi rolls, just affects existing ones. i.e. If the player was dodging anyway due to a standing opposition player then they get a -1 for each applicable tripper. Similarly it only affects gfi's if they happen to be attempted next to the downed tripper. I would imagine taking it on a wrackler in case he wrestles the opposing ball carrier to the ground (and I can get someone else's tackle zone on him).

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Re: Do You Have A New Skill Idea?

Post by Twelfman »

I had a bit of a laugh and created some secret weapons a while back.

Whip: Select a model within two squares, then roll a d6, with a -1 per tackle zone the whipper is in. On a 2+ the target model must succeed an agility roll or be placed prone as the wielder trips them up. Players with Very Long Legs get a -1 penalty to this roll. Players with Stunty get a +1 to this roll. Players with Stand Firm pass this roll automatically. On a Whip roll of a 1, the whip wielder instead is placed Stunned as they try to untangle themselves from the mess they've gotten themselves in to! A player may use this at the end of a Blitz move instead of a Block. If they do, their action immediately ends after the Whip action has been completed. A whip action can not cause a Turnover, unless the Whip wielder was holding the ball when they are knocked down.

An example of a player might be something like:

Cindy-Anna Jones
6 | 3 | 3 | 7 - Dodge, Whip, Secret Weapon, Prehensile Tail, Jump Up - 100k

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Giant Magnet: Specially designed magnets are a new invention, fuelled by magic and goodness knows what else.

A model may elect to use the Magnet instead of performing a Block, or as a part of a Blitz action. If made during a blitz action, the player's action ends immediately after the resolution of the magnet action.

To use the magnet, the player must select a target within 2 squares that either is holding the ball or has any of the following rules: Stab, Ball & Chain, Chainsaw, Bombardier, Whip. The magnet wielder makes a roll on a d6, with a -1 per tackle zone they are in. On a 4+, the magnet has worked. The target stands in shock as their weapon, or even the ball, is ripped from their hands! If the ball carrier is chosen, the magnet wielder may attempt to catch the ball. The catch attempt is made with a -2 modifier. If he fails, he is knocked down, and must make an armour roll as the ball smacks him right in the face! The ball will then bounce as normal. The ball may be intercepted as if a pass were being thrown to the Magnet wielder, but Pass Block moves are not allowed.

If the target has either the Stab, Ball & Chain, Chainsaw, Bombardier or Whip rules, then the unfortunate magnet holder finds himself in a much worse position. He must make an attempt to catch the item as above, but if he fails he suffers the effect of the stolen weapon as if it were being attacked with it. (for example, if he fails to catch a chainsaw, an armour roll with a +3 modifier is made against him). The target now loses that special rule for the drive, and the magnet wielder retains it for the drive, though he loses the Magnet rule as well. If he obtains a Ball and Chain in this way, his strength is increased by 5 until the end of the drive. After the drive all weapons are returned to their owners. A Ball & Chain player that loses his Ball & Chain rule is KOd immediately (no need to roll for injury).

A magnet may not be used against another magnet user. If the magnet user is KO'd or worse as part of a magnet action, it is a turnover. If he is knocked down while he holds the ball, it is a turnover. If the target has both the ball and a secret weapon, the magnet user may only choose to steal one, and must choose which one before rolling any dice.

An example of a player might be something like:

Crafty Nikka
6 | 2 | 3 | 7 - Stunty, Dodge, Magnet, Secret Weapon - 90k

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