DoubleSkulls wrote:You are right that one reason there isn't much passing is that the risk/reward ratio is out of alignment.
Since somebody already Necro'd this thread... I'm going to use this quote here, because that statement sums up the issue of passing in this game. I mean, think about it, a single pass has 4 potential fail points, each one of which results in a turnover.
1) Fumble on launch (especially harsh for Ag 3 and Ag 2 throwers)
2) Interception (can be mitigated by not throwing over opponents)
3) inaccurate pass outside of catchers square
4) Dropped pass on the catch component
That's pretty crazy, and fairly risky even for Elves. So instead of upping the SPPs ie. raising the reward, how about decreasing the risk, especially for pass access players, ie. throwers.
How would this sound as a house rule?
1) Fumble on launch - Modify Safe Throw. Instead of holding onto the ball on a 1 you can choose to either hold the ball (current rule) or scatter launch*.
*
Intentional Grounding In order to prevent abuse, ie. simply guaranteeing that you can launch to an empty square, you can only choose scatter launch if a teammate is the intended target. Scatter Launch can't be used with Hail Mary (already scattered) or Dump Off.
I don't think it's game breaking, passing is still risky, but it spreads the field. If a Thro-Ra with Safe Throw has the ball, for example you have to take any players in your defensive backfield seriously, because the Thro-Ra may elect to let it fly.
I wouldn't mind the passing rule on the fail meter to use the shorter of the two pass ranges when the distance is between two ranges as well.