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Re: VLL +1 to TTM/RS roll, whaddaya think?

Posted: Mon Jun 27, 2011 12:05 am
by legowarrior
So, Very Long Legs - +1 to Jump Up and Shadowing,
Sure Feet - You may reroll one of the following dice once per turn, Go For It's, Throw Team Mate Landings and Leap Landings. Someone should create a list of skills with minor changes.

Re: VLL +1 to TTM/RS roll, whaddaya think?

Posted: Mon Jun 27, 2011 5:44 am
by Darkson
legowarrior wrote:Sure Feet - You may reroll one of the following dice once per turn, Go For It's, Throw Team Mate Landings and Leap Landings.
Just no.

Re: VLL +1 to TTM/RS roll, whaddaya think?

Posted: Mon Jun 27, 2011 5:59 am
by Greyhound
There is a mutation for +1 to dodge, you could have a new mutation for leaping which would be slightly worse / equal.

Adding +1 to leap in a skill which is already good (sure feet) is a bit overpowered.

Re: VLL +1 to TTM/RS roll, whaddaya think?

Posted: Mon Jun 27, 2011 10:18 am
by Khar-peth
Darkson wrote:
legowarrior wrote:Sure Feet - You may reroll one of the following dice once per turn, Go For It's, Throw Team Mate Landings and Leap Landings.
Just no.
can you develop a little ?

Re: VLL +1 to TTM/RS roll, whaddaya think?

Posted: Mon Jun 27, 2011 12:44 pm
by plasmoid
Leap is an extremely powerful skill.
Allowing it to be rerolled - especially by an already useful skill - is a bad idea!

Re: VLL +1 to TTM/RS roll, whaddaya think?

Posted: Mon Jun 27, 2011 12:55 pm
by legowarrior
Ah, but then you couldn't use it for go for it, and what ability would it replace? When would you take sure feet on a Wardancer? Or on a slann? What other skill selections would it push back that might seem necessary?

Re: VLL +1 to TTM/RS roll, whaddaya think?

Posted: Mon Jun 27, 2011 12:59 pm
by voyagers_uk
Thadrin wrote:It's an idea I've always liked.
me too Darkson...

Re: VLL +1 to TTM/RS roll, whaddaya think?

Posted: Mon Jun 27, 2011 1:01 pm
by voyagers_uk
I still remember multiple leaping elves... at which point I also remember the old Diving tackle, free blocks all round...

I hated Griff even more in those days

Re: VLL +1 to TTM/RS roll, whaddaya think?

Posted: Mon Jun 27, 2011 1:23 pm
by mattgslater
Why would you want a skill that's good on the Wardancer track? If anybody doesn't need a buff...

There's no point in trying to make skills attractive to Slann. Their skill deficit and (existing) combo power ensure that every Slann player has great skill picks at every point. If you could make a skill so good it can compete for top-3 consideration (especially on Blitzers), you can be pretty sure it's broken. Sure Feet is already a decent late pick on Catchers, but I think you're best off trying to get Sure Feet play by looking at the teams that already take the skill, like Stunty types.

What this would do is make Wood Elves and Slann that much better vis-a-vis other speed teams. Wood Elves are already borderline-broken, and Slann are a boutique team. If you're going to let SF re-roll landings, that's fine. In fact, it's kind of cool.

Re: VLL +1 to TTM/RS roll, whaddaya think?

Posted: Mon Jun 27, 2011 2:14 pm
by Darkson
Khar-peth wrote:can you develop a little ?
What plasmoid said - Leap doesn't need a boost in any way.

Re: VLL +1 to TTM/RS roll, whaddaya think?

Posted: Mon Jun 27, 2011 7:07 pm
by Glamdryn
Sure Feet to reroll landings from TTM... yes please!

Re: VLL +1 to TTM/RS roll, whaddaya think?

Posted: Tue Jun 28, 2011 8:07 pm
by legowarrior
Okay, another suggested boost to Sure Feet could be that it protects you from Failed Go For It's. Instead of rolling for casualties, you are instead considered to be Badly Hurt just like how vampires that bites Thralls can only badly hurt them?

With this in mind, the Sure Feet skill would look like this.
Sure Feet (Agility) The player may re-roll the D6 if he is Knocked Down when trying to Go For It, or when he fails to make his landing roll when thrown using Throw Team Mate. If the player is injured while using Go For It, all rolls of 10-12 are automatically considered Badly Hurt, and no other casualty rolls are needed.

It's either this, or a +1 Bonus to armor when going for it.


Also, on a slightly off topic question, considering you have to make an armor roll if you mess up a Go For It, does that mean that teams like Orcs and Chaos are better at using Go For It, since they have higher AV values?

Re: VLL +1 to TTM/RS roll, whaddaya think?

Posted: Tue Jun 28, 2011 8:11 pm
by plasmoid
Interestingly, Sure Feet is definately not on my short list of skills that deserve a boost.
No sir :)

Re: VLL +1 to TTM/RS roll, whaddaya think?

Posted: Tue Jun 28, 2011 8:24 pm
by legowarrior
What, it's a horrible skill. Block is way better.

Re: VLL +1 to TTM/RS roll, whaddaya think?

Posted: Tue Jun 28, 2011 9:33 pm
by mattgslater
legowarrior wrote:What, it's a horrible skill. Block is way better.
Oh, yeah, 'cause any skill that's not a power skill is just horrible. Gimme a break. It's a B skill, no less, no more.