October review: two things that I strongly support
Posted: Tue Oct 01, 2002 2:36 pm
Looking at Galaks list for the rules review, I can't say I feel really strongly about any of the changes except for the two mentioned below:
There are two things that I personally really would like to have in the rules review. Both of these are backed up by examples and statistical data that endure any kind of critical evaluation and the latter is also a widely adopted practice in several leagues.
I wanted to bring them up again with the justifications in order to more effectively campaign for them.
They are:
1. Skill roll -the (2-7,8,9,10,11,12)-table (discussed in "Possible streamlining of skill roll")
2. Passing procedure - roll pass after the accurate roll (discussed in several occasions)
1. SKILL ROLL
There has been some discussion about allowing for example to take a skill instead on 5,6 and 4,6 results.
In addition the fact that traits and anyskills are now tied together has narrowed the room for choice in the skill rolls. I and others have been searching for a way to separate anyskills and traits in order to promote a wider variety of skills.
The best suggestion so far is:
Skill Roll:
2-7 = Normal Skill Access
8 = Normal Trait Access (&Physicals) or Normal Skill Access
9 = Any skill
10 = MA increase or Normal Skill Access
11 = AG increase or Normal Skill Access
12 = ST increase or Normal Skill Access
Merits of this version:
-Increases the amount of off-category skills slightly to 4/36 as they no longer compete with traits and stat increases
-Increases the amount of traits slightly to 5/36 as they no longer compete with any-skills and stat increases.
-Separates anyskills and traits to avoid the competition between them and thus to create two different "which skill to choose"-situations compared to the only one given by the doubles roll.
-Removes the problem with forced attribute increases on 4,6 and 5,6
-No exceptions to remember(doubles mean nothing)
-Looks like the injury table
-Looks like the original SP-roll table
-Higher result is better
In addition, this suggestion (compared to other suggestions on the subject) changes the statistical appearance of traits and any-skills only slightly, thus avoiding the risk of "overdoing" the table so that we'd have leagues with huge amounts of traits and anyskills around.
There has been no evidence to counter the claims above that this suggestion is better compared to others.
This is definitely the way to go with the skill roll table.
2. PASSING PROCEDURE
Situation:
At the moment the interception roll is made before the pass
Problem:
Under current rules, when somebody is intercepting, the likelihood of fumbles drops to (Current likelihood)*(1-Interception likelihood) which makes no sense! Why should someone fumble less if there's somebody making an interception?!?
Example:
Let's say a human lineman is making a short pass, surrounded by 3 evil wood elves. The odds are: 1-4 fumble, 5 inaccurate, 6 accurate. Also, they have no RR available. So out of 24 passes, the odds for different scenarios are:
16/24 fumble
4 /24 inaccurate
4 /24 accurate
Wood elves have a AG5 Catch line-elf ready to intercept.
Under the original rules, the possibilities for different outcomes of the pass suddenly become:
18/24 intercepted
4 /24 fumble
1 /24 inaccurate
1 /24 accurate
which is pretty far from the original, isn't it?
With the solution suggested below, the odds are:
16/24 fumble
6 /24 intercepted
1 /24 inaccurate
1 /24 accurate
Which is pretty close the no-interceptor-odds. The 3/4 likelihood of interception is applied only to the cases where the ball actually flies in the air.
Note: The lower the likelihood of a fumble and the lower the likelihood of an interception, the smaller is the problem. But it is there anyhow.
Solution:
Make the interception roll after the pass roll!
I have not seen any evidence to counter these claims. Simply because there are none.
This, if any rules change suggestion, is a well founded, fully playtested and a more rational one than the current rule.
There are two things that I personally really would like to have in the rules review. Both of these are backed up by examples and statistical data that endure any kind of critical evaluation and the latter is also a widely adopted practice in several leagues.
I wanted to bring them up again with the justifications in order to more effectively campaign for them.
They are:
1. Skill roll -the (2-7,8,9,10,11,12)-table (discussed in "Possible streamlining of skill roll")
2. Passing procedure - roll pass after the accurate roll (discussed in several occasions)
1. SKILL ROLL
There has been some discussion about allowing for example to take a skill instead on 5,6 and 4,6 results.
In addition the fact that traits and anyskills are now tied together has narrowed the room for choice in the skill rolls. I and others have been searching for a way to separate anyskills and traits in order to promote a wider variety of skills.
The best suggestion so far is:
Skill Roll:
2-7 = Normal Skill Access
8 = Normal Trait Access (&Physicals) or Normal Skill Access
9 = Any skill
10 = MA increase or Normal Skill Access
11 = AG increase or Normal Skill Access
12 = ST increase or Normal Skill Access
Merits of this version:
-Increases the amount of off-category skills slightly to 4/36 as they no longer compete with traits and stat increases
-Increases the amount of traits slightly to 5/36 as they no longer compete with any-skills and stat increases.
-Separates anyskills and traits to avoid the competition between them and thus to create two different "which skill to choose"-situations compared to the only one given by the doubles roll.
-Removes the problem with forced attribute increases on 4,6 and 5,6
-No exceptions to remember(doubles mean nothing)
-Looks like the injury table
-Looks like the original SP-roll table
-Higher result is better
In addition, this suggestion (compared to other suggestions on the subject) changes the statistical appearance of traits and any-skills only slightly, thus avoiding the risk of "overdoing" the table so that we'd have leagues with huge amounts of traits and anyskills around.
There has been no evidence to counter the claims above that this suggestion is better compared to others.
This is definitely the way to go with the skill roll table.
2. PASSING PROCEDURE
Situation:
At the moment the interception roll is made before the pass
Problem:
Under current rules, when somebody is intercepting, the likelihood of fumbles drops to (Current likelihood)*(1-Interception likelihood) which makes no sense! Why should someone fumble less if there's somebody making an interception?!?
Example:
Let's say a human lineman is making a short pass, surrounded by 3 evil wood elves. The odds are: 1-4 fumble, 5 inaccurate, 6 accurate. Also, they have no RR available. So out of 24 passes, the odds for different scenarios are:
16/24 fumble
4 /24 inaccurate
4 /24 accurate
Wood elves have a AG5 Catch line-elf ready to intercept.
Under the original rules, the possibilities for different outcomes of the pass suddenly become:
18/24 intercepted
4 /24 fumble
1 /24 inaccurate
1 /24 accurate
which is pretty far from the original, isn't it?
With the solution suggested below, the odds are:
16/24 fumble
6 /24 intercepted
1 /24 inaccurate
1 /24 accurate
Which is pretty close the no-interceptor-odds. The 3/4 likelihood of interception is applied only to the cases where the ball actually flies in the air.
Note: The lower the likelihood of a fumble and the lower the likelihood of an interception, the smaller is the problem. But it is there anyhow.
Solution:
Make the interception roll after the pass roll!
I have not seen any evidence to counter these claims. Simply because there are none.
This, if any rules change suggestion, is a well founded, fully playtested and a more rational one than the current rule.