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New Idea (new thread)

Posted: Thu Jul 18, 2002 1:50 pm
by Acerak
Ok. The last thread has veered around a bit, so I thought I'd try this again and get back to the original suggestion:

* No modifiers to the INJ rolls.
* Casualty die discarded.
* Skills are allowed to stack.
* A few tweaks are brought in to properly accommodate player size with existing categories.
* Eliminate the casualty distinctions and rule that any player who causes a casualty gets credited with one. (This includes fouls and blocks out of bounds.)
* DP changed to either +2 to AV only or +1 to AV with the ability to assist a foul even in a TZ.
* IGMEOY discarded.

From this point, we've all branched out to explore some new ideas. Ideally, we'd like casualty rates from blocking to remain almost constant. An increase in the number of foul attempts should then pick up the remaining slack, giving us the same system (within a small degree either way) with less clutter.

Alright. With me so far? Good! :)

Here are the major skill suggestions and angles:

Pro
It would work on AV, but not on INJ. Because it would be almost as effective as MB on a knockdown, some wonder whether it should be a trait instead of a skill.

* Option A: As is. After all, it's still worse than MB at breaking AV.
* Option B: Move it to trait status.
* Option C: Change the success rate (2+? 6?) and classify it as a trait or skill accordingly.

Dirty Player
There's no good way to separate this skill from any talk of fouling. Best bet for fouling, IMO, remains assists like Blocks and NO +1 bonus for throwing the foul.

* Option A: +2 to AV.
* Option B: +1 to AV and the ability to assist a foul even from inside a Tackle Zone.

Piling On
This skill is supposed to be based on size, although using it as an "AV re-roll" skill has also been suggested.

* Option A: +1 for Stunties, +3 for Big Guys, +2 for everyone else. This uses size instead of ST values, just like Right Stuff.
* Option B: AV re-roll.
* Option C: Same as Option A with an extra +1 bonus across the board. This would introduce small changes for Big Guys and ST4 players.

Mighty Blow
I don't think the "convert Stun to KO" is going to work, even though I like the idea. But this seems like a simple fix: +1 to AV.

* Option A: +1 to AV only.

If you wanted to boost this skill, you could allow it to cancel Thick Skull. But TSk hardly seems overpowered.

Claw
Claw shouldn't change. This means it would be better than Mighty Blow if you rolled (AV-2), but equal in all other occasions. Some feel this isn't fair, and even though I can't understand the logic - after all, it's a physical trait that requires a doubles roll - I could suggest a few changes.

* Option A: +2 to AV (unchanged).
* Option B: +1 to AV. (The benefit comes from stacking with Mighty Blow or some other AV skill.)
* Option C: +2 to AV, -1 to all attempts to handle the ball. (I mean, have you seen the size of that thing?)

Option C would be similar to the Stunty penalty for throwing the ball. You get a sizable advantage in one area with a small penalty in another. (And I'd bet that most players with Claw don't try to handle the ball in the first place, but...)

Stunty
The +1 to INJ mod would have to go. If left in place, Stunties would suffer just as many casualties as before, only they'd suffer more deaths :)

I've already suggested that Goblins be reduced to AV6. This makes their stats commensurate with their cost relative to Halflings. As for Skinks, the following options exist:

* Option A: Leave them unchanged.
* Option B: Drop their AV to 6, drop their cost to 50K.
* Option C: Exchange Stunty for General skill access.

There will be plenty of talk regarding Option C in October at the request of numerous Lizardman coaches.

-----

Ok. Personally, I'm in favor of the following:

* PRO: I prefer 2+ and trait status - remember, this player "rarely, if ever, makes a mistake" - but I'd settle for 4+/skill as it stands now.
* DIRTY PLAYER: I prefer +1 to AV and the ability to assist from inside a TZ.
* PILING ON: I prefer +1/+2/+3, though I'd take +2/+3/+4 if the numbers said it wouldn't work otherwise. Ideally, I'd like this to be an AV re-roll, which would eliminate any contention about using the skill only when it's successful.
* MIGHTY BLOW: MB should be +1 to AV only.
* CLAW: I could live with any of the Claw options.
* STUNTY: I'd like to see Skinks re-gain their General skill access and lose Stunty. This would differentiate them from Goblins and Halflings.

Some combination of the above would preserve the original idea, remove most of the clutter, and address the concerns raised during my trip to Russia.

Ok! I think I'll create a chart like Teemu's to look at some of this stuff and post the results later. If you'd like to post your own thoughts as a sort of quasi-poll, why not cut and paste the following into your response?

* PRO:
* DIRTY PLAYER:
* PILING ON:
* MIGHTY BLOW:
* CLAW:
* STUNTY:

Cheers!

-Chet

Posted: Thu Jul 18, 2002 2:05 pm
by Zy-Nox
I kind of like where your going.
Pro: I say 2+ and Trait
Dirty player I'd still like to see at +2 for armour.
Piling on at option C
MB on armour only
Claw Leave it alone
Skinks.I dont mind any of them High armour,But injured easier,
Drop armour and cost,Dont like so much,
And General access well it gives them surehands and Block a lot quicker,dont know if i Like that even though I use them.

Posted: Thu Jul 18, 2002 2:13 pm
by Toby
Well most of the suggestions are verry good,

* PRO:
I prefer 2+ and trait status - remember, this player "rarely, if ever, makes a mistake" - but I'd settle for 4+/skill as it stands now.

-Completely agreed

* DIRTY PLAYER:
I prefer +1 to AV and the ability to assist from inside a TZ.

-Sounds good

* PILING ON:
I prefer +1/+2/+3, though I'd take +2/+3/+4 if the numbers said it wouldn't work otherwise. Ideally, I'd like this to be an AV re-roll, which would eliminate any contention about using the skill only when it's successful.

-Make it an reroll

* MIGHTY BLOW: MB should be +1 to AV only.

-Injury +1 is ok for me because the casualty roll is never affected.

* CLAW:
I could live with any of the Claw options.

-No Oppinion.

* STUNTY:
I'd like to see Skinks re-gain their General skill access and lose Stunty. This would differentiate them from Goblins and Halflings.

-I like to give general skill access to all players. Whats the problem with a block skill on a strength 2 player ?

Posted: Thu Jul 18, 2002 2:13 pm
by Anthony_TBBF
* PRO: Option B
* DIRTY PLAYER: Option B
* PILING ON: Option A
* MIGHTY BLOW: Option A
* CLAW: Option A
* STUNTY: Option C

Posted: Thu Jul 18, 2002 2:21 pm
by High & Mighty
* DIRTY PLAYER: I prefer +1 to AV and the ability to assist from inside a TZ.
Is the +1 by the fouler a big factor?

It would be more universal to just say in the general fouling rules that any player participating in a foul add's +1 to AV, unless in an opposing player's tackle zone.

Then dirty player would be can ignore TZ's when assisting or committing a foul. The eqivalent of stunty for the less scrupulous.

Otherwise, you would still have to clarify in the rules that the DP does not get +2 when assisting (+1 for DP and +1 for assisting). Or is that +1 only when comitting the foul and not assisting?

Posted: Thu Jul 18, 2002 2:27 pm
by sean newboy
Pro- either 2+ trait or 4+ skill
Dirty player- +1 and guardlike on fouls
Piling on - option b, av reroll
Mighty Blow- +1 stackable and usable on fouls
Claw - +1 stackable
Stunty - lose the +1 injury, skinks lose stunty, i could live with option a tho

Posted: Thu Jul 18, 2002 2:40 pm
by McDeth
Pro : How about Trait status and 3+ die roll
Dirty Player: Option B
Piling On: Option A
Mighty Blow: leave as it is
Claw: Option C ( For realism )
Stunty: I am happy with it as it is but if Skinks do get access to general skills then they'd have to lose access to agility

Posted: Thu Jul 18, 2002 2:42 pm
by Dangerous Dave
* PRO:

This cannot be 2+ and a trait.... I mean agility types will always take this skill..... 2+ for a dodge reroll, 2+ for a GFI reroll, 2+ for a catch reroll, 2+ for a leap reroll.... etc (blitzers etc will also take this). OK if they fail (on a 1).... you will use a Team Reroll to reroll the Pro roll. So it must be 4+ at best or if this is lowered, then its effectiveness should be reduced. Also if 2+, all Big Guys when rolling doubles will take it and Bonehead will be largely made ineffective.

* DIRTY PLAYER:

Either +2 on AV or +1 and Guard.... not fussed

* PILING ON:

Prefer Option C +2/+3/+4 plus stacking

* MIGHTY BLOW:

+1 to Armour plus stacking

* CLAW:

Option B +1 to AV plus stacking

In addition, there should be another physical ability (RSC) which also adds +1 to AV (stacking allowed).

* STUNTY:

Prefer option B - Drop their AV to 6, drop their cost to 50K (however leaving them unchanged woudl also be OK)

If they lose stunty and have access to general skills, this team will be a Blodge passing / running team of immense proportions. OK the ball carriers are all ST 2.... but with 6 Saurus and a Krox to protect them.... so what! IMO this will make them very cheap (10k more than a gobbo for +2 Move less Right Stuff).


Dave

Posted: Thu Jul 18, 2002 2:43 pm
by Devil's Advocate
My choices:

Pro: A
Dirty Player: A or B
Piling On: B or C
MightyBlow: A
Claw: A <- Think of the Claw as an oversized can-opener!
Skinks: no opinion

Posted: Thu Jul 18, 2002 2:46 pm
by Norse
OK, here goes:

* PRO: Option C
* DIRTY PLAYER: Option B
* PILING ON: Option A
* MIGHTY BLOW: Er.. is there any option other than Option A ?
* CLAW: Option C (different, but I like it!)
* STUNTY: Option B (simple and clean. I coach Lizards, and I don't care!)

but then, I seem to know crap all about BB...

My thoughts.

Posted: Thu Jul 18, 2002 3:25 pm
by neoliminal
* PRO: No change.
* DIRTY PLAYER: +2 AV
* PILING ON: AV Re-Roll
* MIGHTY BLOW: +1 AV
* CLAW: +2 AV, With no stack qualifier.
* STUNTY: Remove modifier, lower AV by one.
* SKINKS: No change.

Re: New Idea (new thread)

Posted: Thu Jul 18, 2002 3:25 pm
by Mestari
With this combo
* PRO: 4+
* PILING ON: +1/+2/+3
* MIGHTY BLOW: +1
* CLAW: +2

Looking this one up from the table that I sent:
Normal linemen would cause same amount of casualties without and 1,72 times more casualties with TRR
Pro players cause as 1,36 times more casualties without and 1,72 times more casualties with TRR
MB players cause only 0,69 of the amount of casualties they used to without TRR, but with TRR they cause 1,10 times more casualties
Claw players cause as many casualties as they used to without TRR, but with TRR they cause 1,42 times more casualties
POn players cause only 0,81 of the amount of casualties they used to without TRR, but with TRR they cause 1,14 times more casualties
MB+POn players cause only 0,60 of the amount of casualties they used to without TRR, with TRR they still cause only 0,77 of the amount they used to
(all data with ST3 vs AV8)

Bottom line?
It all depends on how much people would use their TRR:s on rerolling armour rolls, but it seems to me that strength teams are screwed up in this trade, given the fact that MB and POn are certainly downgraded.
This change is certainly giving normal players a boost in the amount of casualties they are going to cause, but will most certainly hurt strength teams, which might not be a good thing.

Re: New Idea (new thread)

Posted: Thu Jul 18, 2002 3:30 pm
by neoliminal
Mestari wrote:It all depends on how much people would use their TRR:s on rerolling armour rolls...
To quote Doug Webber:

"If I can't use Re-Rolls for Armor and Injury, what am I going to do with them!?!"

Doug was known for causing lots and lots of casualties.

Posted: Thu Jul 18, 2002 4:15 pm
by wesleytj
* PRO: Leave as is. I don't see Pro as being a major problem for casusing extra casualties.

* DIRTY PLAYER: +2 to armor AND can assist even when in TZ. See comments on mighty blow.

* PILING ON: Leave as is. If you're going to completely take away ANY way to adjust inj rolls, you'd damn well better ratchet up people's ability to break av or there will be plenty of people who leave BB entirely. Besides if you're willing to put yourself on the pitch (especially in the sans-IGMEOY world) then you'd better get something good for it.

* MIGHTY BLOW: Thick Skull is too rare for anyone to take this just to cancel out thick skull. And making it +1 to AV is just WAY too weak. I think +2 to AV. BB has been getting nothing but softer on casualties for a long time. And this still has no effect on the injury table.

* CLAW: +2 to inj...see mighty blow. Claw needs to be better than MB since it's a mutation. And even tho the mod is the same, the fact that it can stack makes it better. A beastman with mighty blow and claw would get +4 to arm roll. Sounds nasty, but remember 2 things: no more RSF (or even the MB) to add to inj, and he's thrown a skill and a trait at that. Not that unbalanced imo.

* STUNTY:
The +1 to INJ mod would have to go. If left in place, Stunties would suffer just as many casualties as before, only they'd suffer more deaths
The problem here is...? They SHOULD suffer more deaths...and yes I mean even if it means they die as much as or more than they get SI. I know all the math issues. I think that if the +1 inj mod from stunty is the ONLY exception to the "no mods on injuries" rule, it will be fun and flavorful, and not screw up the math too bad.

And this all assumes you get spp's for all casualties again!

Posted: Thu Jul 18, 2002 6:22 pm
by Thadrin
Off teh top of my poor overloaded head (NEVER go on holiday...you need a whole week to catch back up with TBB)

Pro - B
Dirty Player - A
Piling On - B
Mighty Blow - if we have to change it I guess.....
Claw - C sounds fun. You know that -1 would kick in at just the wrong moment.
Skinks - C.