What I'd like to see in October
Posted: Fri Aug 23, 2002 7:40 pm
Sorry I'm posting a new thread, but I can't see my reply in that thread. I believe Pariah is having the same problem, because he's made the last two posts there. (I can't see those, either, but I can put 2 and 2 together with a "Last post by" column as well as the next guy.)
Anyway, here's what I said. Apologies to you if you can see it in the other thread and I'm just repeating myself. (Moderators have my permission to move this post to the longer thread.)
Nice thread, guys. I'm coming here once per week now rather than once or thrice per day. It's good to see this sort of thread. Like John, I'm watching for patterns and good ideas.
Here are the items that, in my opinion, need review in October:
1. The Handicap table
2. The Kicking rules
3. Piling On and Diving Tackle (the "after the roll" clause)
4. Fouling
5. Wild Animal
6. Ageing
7. Casualties
8. Kroxigor
9. Thrudd
10. Miscellaneous
I'll explore each in brief below to give you an idea of what I'd be looking at. Please note that I haven't forgotten about Magic Items, Secret Weapons, Dirty Tricks, or the like for one minute! As experimental rules, however, I don't consider them essential to this list of "must review" items.
1. The Handicap table: This was a good attempt to get the wildness off the cards and safely into the game and into the handicap system. I agree with those who feel it's a bit too varied in its effects, however. I have a pared-down system I'm working on that presents a smaller number of events with a more consistent application. In a nutshell, I'd like to strip this table down to a "Best of the Handicap Table" version and work any worthy omissions into other facets of the game.
2. The Kicking Rules: What's the consensus? Are the rules balanced? (Those who have tried them have liked them.) Can we integrate them in a manner that makes field goals a modular option for leagues? Is Fanatic interested enough to make models for them?
3. Piling On and Diving Tackle: Of all last year's mechanical changes, these two caused the most noise. How have they played out? Should we change the rules? How do they feel? Are they fair, statistically? Are they fun? Are they balanced? Do they make enough sense in terms of both fluff and mechanics? Should these skills work in "before the roll" mode only?
4. Fouling: How has the Eye worked? Is it too strong, or too weak? Are the penalties right? Is Dirty Player overpowered? How much "chaos spikey bit" feel should the core rules have?
5. Wild Animal: Is it unbalanced? If so, can it be fixed? Should it be replaced?
6. Ageing: Is this doing its job? (For comparison, I'd also examine the winnings table, although I consider that particular change too long in coming and have left it off the "must review" list.) Does it need to be made weaker? Stronger? Should niggling injuries be changed?
7. Casualties: How many casualties are being scored per game, on average? Is this enough? Should it be increased? Should you receive fouls for all casualties? Should you receive fouls for all blocking casualties, but not fouls? If those rules change, would the game be negatively impacted?
8. Kroxigor: This chap needs Mighty Blow. That's obvious.
9. Thrudd: He's experimental. Is he balanced? Can we make him official as is, or does he need a tweak or two?
10. Miscellaneous: This would include items like niggling injuries, the Gate, and use of the Apothecary on players pushed into the crowd.
Some of these are rather touchy and complicated. Opinions vary widely. If you don't believe me, run a search on "Wild Animal" or "Piling On" and you'll soon see what I mean.
You'll notice I never once mentioned core mechanics or major rules changes. Those of you who have read my previous posts carefully will not be surprised. The surprised among you should simply pay more attention to what I write rather than what you read.
Cheers!
-Chet
Anyway, here's what I said. Apologies to you if you can see it in the other thread and I'm just repeating myself. (Moderators have my permission to move this post to the longer thread.)
Nice thread, guys. I'm coming here once per week now rather than once or thrice per day. It's good to see this sort of thread. Like John, I'm watching for patterns and good ideas.
Here are the items that, in my opinion, need review in October:
1. The Handicap table
2. The Kicking rules
3. Piling On and Diving Tackle (the "after the roll" clause)
4. Fouling
5. Wild Animal
6. Ageing
7. Casualties
8. Kroxigor
9. Thrudd
10. Miscellaneous
I'll explore each in brief below to give you an idea of what I'd be looking at. Please note that I haven't forgotten about Magic Items, Secret Weapons, Dirty Tricks, or the like for one minute! As experimental rules, however, I don't consider them essential to this list of "must review" items.
1. The Handicap table: This was a good attempt to get the wildness off the cards and safely into the game and into the handicap system. I agree with those who feel it's a bit too varied in its effects, however. I have a pared-down system I'm working on that presents a smaller number of events with a more consistent application. In a nutshell, I'd like to strip this table down to a "Best of the Handicap Table" version and work any worthy omissions into other facets of the game.
2. The Kicking Rules: What's the consensus? Are the rules balanced? (Those who have tried them have liked them.) Can we integrate them in a manner that makes field goals a modular option for leagues? Is Fanatic interested enough to make models for them?
3. Piling On and Diving Tackle: Of all last year's mechanical changes, these two caused the most noise. How have they played out? Should we change the rules? How do they feel? Are they fair, statistically? Are they fun? Are they balanced? Do they make enough sense in terms of both fluff and mechanics? Should these skills work in "before the roll" mode only?
4. Fouling: How has the Eye worked? Is it too strong, or too weak? Are the penalties right? Is Dirty Player overpowered? How much "chaos spikey bit" feel should the core rules have?
5. Wild Animal: Is it unbalanced? If so, can it be fixed? Should it be replaced?
6. Ageing: Is this doing its job? (For comparison, I'd also examine the winnings table, although I consider that particular change too long in coming and have left it off the "must review" list.) Does it need to be made weaker? Stronger? Should niggling injuries be changed?
7. Casualties: How many casualties are being scored per game, on average? Is this enough? Should it be increased? Should you receive fouls for all casualties? Should you receive fouls for all blocking casualties, but not fouls? If those rules change, would the game be negatively impacted?
8. Kroxigor: This chap needs Mighty Blow. That's obvious.
9. Thrudd: He's experimental. Is he balanced? Can we make him official as is, or does he need a tweak or two?
10. Miscellaneous: This would include items like niggling injuries, the Gate, and use of the Apothecary on players pushed into the crowd.
Some of these are rather touchy and complicated. Opinions vary widely. If you don't believe me, run a search on "Wild Animal" or "Piling On" and you'll soon see what I mean.
You'll notice I never once mentioned core mechanics or major rules changes. Those of you who have read my previous posts carefully will not be surprised. The surprised among you should simply pay more attention to what I write rather than what you read.
Cheers!
-Chet