SPPs as experiance for facing bigger teams (WIP)
Posted: Wed Oct 17, 2007 10:29 am
This is a Work In Progress, based on a few discussions with coaches in my home league. Not looking for it to be official or anything, or even an optional, just something that fits the game and philosophy behind the game for us better than the current system.
Some notes:
1. We're all a bunch of long-term gamers, and we don't agree with the current "simple is better" design brief that GW games are having - therefore, it can be complicated without being a downside (though it doesn't need to be complicated if it's not necessary).
2. This is used in conjunction with TV (LRB5), skills costs (LRB5) and Skills/Traits (LRB4 with some minor changes).
3. The only inducements we allow (in this ruleset) are Wandering Apos and Bloodweiser Babes, plus our own 3-tiered handicap table (similar, but not the same as, the cards).
4. We don't want to give underdog teams more money per game (the [LRB4] Gate table does that enough), nor do we want to give extra MVPs (under the current system).
So, the idea:
1. All SPPs levels (as written in LRB5) are multiplied by 10 (so a Touchdown is now 30SPPs, a Cas is 20SPPs, and the first and second skills are ay 60 and 160SPPs respectively).
2. Players for the underdog are given bonus SPPs based on the TV difference between the two teams.
Now, this is where I'm looking for some discussion/insight.
i) Firstly, at what level for the difference? 1SPP = 1TV seems to high, 1SPP per 10TV seems to low, so I'm (roughly) looking at 1SPP per 5TV difference.
ii) What form should the bonus SPPs be given. For example, should you get a bonus based on actions that would normally give you SPPs? Say a TV100 vs TV110. A thrower completes 2 passes - give him 2SPP bonus for the 32 complete passes?
Or - Make the bonus SPP = TV difference (one for one), which the coach can allocate in a form he sees fit (so in the example above, the thrower would get 20SPPs for the passes as normal, plus another 10SPP to be distributed between the columns)
Or- (and probably most simple) just add a EXP column to the roster sheet (Excel) and put the decided bonus in that column and add it to the total.
Giving players bonus SPPs for completing "tasks" (passing, cas, TDs) appeals the most ("Wow, you scored against the Gouged Eye on your debut?"), but very often, severe underdogs don't make many SPPs in games.
So giving bonus SPPs based on TV difference sounds a better way, but I don't want to give to many to quickly.
We like the idea of "experience" mainly because we use similar systems in Necromunda/Mordheim (and no-one shies away from the big gangs in our campaigns), and under TV is doesn't penalise the underdog with bloat, which it would have under TR.
Thoughts?
Obvious flaws?
Some notes:
1. We're all a bunch of long-term gamers, and we don't agree with the current "simple is better" design brief that GW games are having - therefore, it can be complicated without being a downside (though it doesn't need to be complicated if it's not necessary).
2. This is used in conjunction with TV (LRB5), skills costs (LRB5) and Skills/Traits (LRB4 with some minor changes).
3. The only inducements we allow (in this ruleset) are Wandering Apos and Bloodweiser Babes, plus our own 3-tiered handicap table (similar, but not the same as, the cards).
4. We don't want to give underdog teams more money per game (the [LRB4] Gate table does that enough), nor do we want to give extra MVPs (under the current system).
So, the idea:
1. All SPPs levels (as written in LRB5) are multiplied by 10 (so a Touchdown is now 30SPPs, a Cas is 20SPPs, and the first and second skills are ay 60 and 160SPPs respectively).
2. Players for the underdog are given bonus SPPs based on the TV difference between the two teams.
Now, this is where I'm looking for some discussion/insight.
i) Firstly, at what level for the difference? 1SPP = 1TV seems to high, 1SPP per 10TV seems to low, so I'm (roughly) looking at 1SPP per 5TV difference.
ii) What form should the bonus SPPs be given. For example, should you get a bonus based on actions that would normally give you SPPs? Say a TV100 vs TV110. A thrower completes 2 passes - give him 2SPP bonus for the 32 complete passes?
Or - Make the bonus SPP = TV difference (one for one), which the coach can allocate in a form he sees fit (so in the example above, the thrower would get 20SPPs for the passes as normal, plus another 10SPP to be distributed between the columns)
Or- (and probably most simple) just add a EXP column to the roster sheet (Excel) and put the decided bonus in that column and add it to the total.
Giving players bonus SPPs for completing "tasks" (passing, cas, TDs) appeals the most ("Wow, you scored against the Gouged Eye on your debut?"), but very often, severe underdogs don't make many SPPs in games.
So giving bonus SPPs based on TV difference sounds a better way, but I don't want to give to many to quickly.
We like the idea of "experience" mainly because we use similar systems in Necromunda/Mordheim (and no-one shies away from the big gangs in our campaigns), and under TV is doesn't penalise the underdog with bloat, which it would have under TR.
Thoughts?
Obvious flaws?