Hi all,
sorry for disappearing - had a vacation coming up, and before one of those work always turns to sh*t.
glad it didn't (quite) kill off the thread, even if it's strayed a fair bit off topic
I'd better start with the only NTBB bit then,
Garion said:
But I dont think Plasmoid is interested in this sort of nerf, he just wants the smallest possible change with a better outcome than what we are all playing at the moment. Which I think he already has really.
Well, thanks

And yep - that's the thing in a nutshell.
I'm not pretending that this approach will make it the best BB possible. Outlandish ideas sometimes get awesome results. But as these are house rules, I just don't have a clean slate. I'm trying to strike the balance between good results and wide appeal. Think (bastardized) John Stuart Mills here: I'm hoping for the best result for the most people, rather than a perfect result for a much smaller crowd.
OK, 3 issues I'd like to throw my 2 cents at:
Dode/Horns: I think horns could go back to it's old version. Chaos is a decent starting team anyway. I don't think it's pivotal in the CPOMB carnage though - at least we'd have to come up with something else to also get at the CDs.
PiOn: Lots of ideas for bashstack still floating around.
For me, I'm down to 3 options:
1) PiOn rerolls AV. Because my self imposed deadline forced me to make a choice, and that was it.
2) Ians version - if Galak likes it too, I'd go with it. The stats are good, and I'm looking to compromize.
3) My own doubles version. I love the stats, and I think the mechanic is simple (even if new). It deals with the stacking issues, and the built in penalty is that following up can be quite a problem when you can't voluntarily go prone. That being said, this is exactly the kind of thing that would make the NTBB rules alienate more people, so I can't really run with it.
Random Mutations: It's a fun concept, but I don't think it could be made to work for anything other than casual play.
Remember in 2nd ed? People took mutants despite the risk of sucky mutations because the mutants were star players added on top of the 8 stars any team could have.
For Random Mutations to even get taken, you'd have to have some pretty awesome mutations in there. Which means a step back towards lucky coaches having all the fun... Which isn't even that bad to me - what I don't like is giving a further edge to prolific coaches, who can just recycle until they land the powerskills on the right players. I just can't see it working.
Nerfing Claw might help... But I don't think that would really make the other mutations come magically into play. Just like nerfing Block wouldn't make the other 12(?) General skills appealing. It would make the next one or 2 more popular. But not a lot of added variety. (Admittedly, less clawbash would mean more variety in the tactics/team choice - I'm hoping to adress this with the general bashnerf).
One thing I have been very tempted by, but have decided against simply because I think the impact would be quite massive, is the concept of pseudo-"traits": No doubles roll required or anything - just a few powerskills that add +10K TV extra to the cost of the player. Especially skills that work well in bulk. Something like Guard, Block, Dodge, Leader, Claw (and then still nerf PiOn).
Might even bother the hell out of some MinMaxers
Another off-the top of my head and probably I'll thought through idea is this:
Mutations get assigned 2 categories, both the M and then G, S, A or P.
You may only take a mutation if you have access to both categories (and a doubles roll will let you override 1 of them).
How would that fix anything... We stick Claw in M+A - after all a Claw is a Slaanesh thing

...I think that would make Claw require doubles roll for everybody except underworld goblins.
Might even force us to come up with a few new mutations (for P-players).
...Ah well
Cheers all,
Martin