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Making aging less random
Posted: Fri Dec 17, 2004 8:30 pm
by MickeX
Maybe aging would annoy people less if we could it less random?
I'm thinking of advocating something like this as house rules (until the Vault rules arrive):
6 SPPs - First skill
16 SPPs - Second skill
31 SPPs - Third skill, Aging +0
51 SPPs - Fourth skill, Aging +1
76 SPPs - Fifth skill, Aging +2
101 SPPs - Sixth skill, Aging +3
126 SPPs - Seventh skill, Aging +4
151 SPPs - Aging +5
...and so on.
Aging Table (D6)
1-3 - Decrease AV by 1
4-6 - Decrease MA by 1
7 - Decrease AG by 1
8+ - Decrease ST by 1
No stat may decrease below 1 - reroll any such aging results.
To increase the TR limit, just start the Aging process at the fourth skill instead.
This'd have to be combined with a negative winnings rule or something, to keep the teams that can spread their SPPs around down. A stronger handicap system would also prevent them from getting easy matches just because they have a higher TR.
Posted: Fri Dec 17, 2004 9:23 pm
by Skummy
In a short tabletop league, I would not use aging at all, or a modified system like yours.
You only really need aging if you are going to play more than 20 or 30 games with your teams.
Posted: Sat Dec 18, 2004 7:53 pm
by juck101
best option if you dont like - dont play it!
really get rid of it as its a poor rule
Posted: Sat Dec 18, 2004 9:16 pm
by MickeX
My current league simply removed it, but once some teams get say 20 matches in the bag, they become a bit silly.
Posted: Tue Dec 21, 2004 11:33 am
by Fronko
I was thinking of replacing the entire aging concept with something like the following:
After a set period of game (end of season, every 15 games or whatever you like), experienced players could decide to leave the team.
Every player with:
31+ points must roll a 2+ ot not fail
51+ points must roll a 4+ to not fail
76+ points must roll a 6+ to not fail
101+ points auto-fails.
A player that "fails", demands his amount of SPPs x 500 GPs, to stay in the team, otherwise he leaves, but transfer revenues grant the team a new, inexperienced player of the same position.
Example:
"Quick Rick", fabled wood elf catcher from the Woodland Warriors, has accumulated 46 SPPs, when the time comes to check whether he leaves the team. With that number of SPPs, the coach must only roll a 2+ to keep him in the team, but unfortunately ends up with the inevitable 1. So Quick Rick demands a one-time bonus of 23.000 GPs (46 SPPs x 500 GPs) to stay in the team. If the coach can spare the money, he pays and Rick stays. If not, Quick Rick leaves the team, but the team can replace him with "Bob the builder", a rookie wood elf catcher from transfer revenues.
Apart from the actual numbers (SPP threshholds, bonus prices, etc.) , do you think that concept might work?
Posted: Tue Dec 21, 2004 1:34 pm
by Duke Jan
I've actually come to like ageing, although at 1st skill the roll is a bit silly.
A result of ageing is that spreading skills is a good and viable tactic and it adds to the challenge of team develoment.
Negative winnings, chosen MVPs, inducements and league caps are ugly solutions to change a good system (which ageing is IMO).
I like Fronko's suggestion though, I've heard of leagues where star players walk off if they don't get compensation (even mid season) and can be freebooted afterwards by other coaches. If they leave the team, they peak (see DZ), and so won't gain anymore skills. When they die, they die, although I think niggles and miss nexts are removed.
I'd prefer such a system over chosen MVPs and league caps in addition to ageing. Player aged to much? Get compensation for breach of contract as player walks off and start developing a new player. Adds a great dimension to team development.
Posted: Sun Jan 23, 2005 1:53 am
by omnimutant
Those are all Intresting but complicated ways of dealing with aging. I prefer to simply just not use it.