Getting rid of MNG's and wear and tear rules
Posted: Sun Sep 02, 2007 7:45 pm
I play in a fixed rating league and whilst I think that eliminates many of the problems with the differing rate at which teams need to replace players it does mean that MNG's are a real headache. One of the ways in which I got rid of them was to simply ignore that they took place in one respect. Within the context of a game itself there is really no difference between a BH and a SI. It is only in a league sense that there needs to be a difference. So instead of teams missing players I have been recording them. But what to do with them?
And also I wanted to have a system in which there would be a slow degradation of players if they have played enough games. So for example a player would be given a MNG on their 15th game (10th? 20th?) and then another one for every 5 games that they play. But of course the big question is just how will these effects take shape.
I am kind of sold on the idea of rolling a D6 for each player and if the roll is less than the # of MNG's then rolling on another table (and maybe the same for wear and tear or even adding the values together) but it is the table that is giving me problems. Should it be D6:
1-3: Lose one random skill for this game
4-5: Get Bonehead
6: Roll again:
(1-3): -1 MA or AV
(4-5): -1 AG
(6): -1 ST
or 2D6:
2-6: -1 skill
7-8: Boneahead
9: -Av
10: -Ma
11: -Ag
12:-St
But is bonehead really a better proposition for a coach then if a player lost a point of Ma? I am just not sure about the order that a table like this should take up and I would really appreciate any feedback that is offered. Many thanks.
Mat
And also I wanted to have a system in which there would be a slow degradation of players if they have played enough games. So for example a player would be given a MNG on their 15th game (10th? 20th?) and then another one for every 5 games that they play. But of course the big question is just how will these effects take shape.
I am kind of sold on the idea of rolling a D6 for each player and if the roll is less than the # of MNG's then rolling on another table (and maybe the same for wear and tear or even adding the values together) but it is the table that is giving me problems. Should it be D6:
1-3: Lose one random skill for this game
4-5: Get Bonehead
6: Roll again:
(1-3): -1 MA or AV
(4-5): -1 AG
(6): -1 ST
or 2D6:
2-6: -1 skill
7-8: Boneahead
9: -Av
10: -Ma
11: -Ag
12:-St
But is bonehead really a better proposition for a coach then if a player lost a point of Ma? I am just not sure about the order that a table like this should take up and I would really appreciate any feedback that is offered. Many thanks.
Mat