Does anyone else think rolling for winnings is strange?

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Talafar
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Does anyone else think rolling for winnings is strange?

Post by Talafar »

This may well have been raised a long time ago, or relatively recently (I have not been on this board for a while). If so, please ignore/delete this thread.
Anyway, as the post title suggests, I think rolling for winnings is a bit strange. It means that with simple bad rolling, one team can develop far faster then another. If I roll a 1 and my opponent rolls a 6, then they can buy an extra player, is this fair?
The table for working out pluses/minuses to money is fine, it's just the rolling that's the problem.
Also from a realistic point of view, a club would need to know roughly how much money they will make over the season, they could not cope with it being somewhere between 6 million GC, and 1 million GC (for example).
Would it not make more sense, if the roll was simply assumed to be a 3 or 4? This would add to the game, as you could plan in advance what you wish to buy, instead of playing 3 games with no apoth, thanks to rolling two 1's for money.
Just wondering what you people thought.

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Post by Asperon Thorn »

Well, it is all kinda fluff, I guess, as well as the random mayhem that is Bloodbowl. There is no official NAF in the BB world, anymore and teams are basically roaming circus shows. When the shows meet in a random village/town/city, they play. Based on thier FF it determines how many Fans show up. Based off the earnings table, it adjusts for the overhead of the team. And the roll determines what is leftover. Consider a Low roll meaning that your team is staying in a very nice inn/hotel, and spent the cash on that already.

Non fluff, it is just more Mayhem and dice rolling. BB is a strategic game, overall, but they like to throw as many curve balls at you as possible, without taking it away.

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Post by Darkson »

Whoooaaaa!

Deja vu!!

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Post by Mirascael »

Does anyone else think rolling for winnings is strange?
Initially, yes, especially in comparison with the former 2nd edition rules (which included wages).
Meanwhile, I began to like the current game mechanics though.
They're perfectly balanced and functional IMHO.
Several coaches, me among them, would even like the introduction of negative income which could cause the loss of RRs or players if teams are unable to pay for it. Such a ruling would also force coaches to manage high-rated teams much more carefully.

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Post by Talafar »

Well perhaps if you went with my system, and said that if the result was in the negative, then you lost that much money, then it would work. Very powerful teams would reach the stage where they were actually losing 10k-20k per game, or only getting that much. If unable to pay, then they must sell re-rolls, getting 1/2 of their cost, rounding up. (team sells 50k re-roll, gets 30k.)
This would create a cap on team growth, as at the moment, you can never lose money, and rolling a 6 will always get you some.

Oh and while this is slightly off topic, GCSE's are over today! Bring on the summer (and bloodbowl)...

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Post by squiggoth »

I like it the way it is, and in the last three games I've earned a grand total of 80,000 gp - more than I can ever spend in real life :wink:

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Post by Redfang »

Always rolling high on your incomes has it's downsides; my chaos team only rolled 5's and 6's their first 6 matches and my last two rolls were a 2 and a 4 (8 games played in total). Though I do have 4 Warriors and 1 Mino, only one warrior has a skill (and he's the only one with experience points too).
What I want to say is that while I have a high TR, I only have few skills in my team. Other teams of similar rating have less players (maybe) but more skills, making them more powerful overall (since I can still set up only 11 players)

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Post by Dave »

still rolling a '1' four times in a row ain't much fun either

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Post by Redfang »

I guess you're right there...

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Post by Dave »

guess ???

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Post by roysorlie »

I could agree that maybe the system for winnings should be more predictable. Personally, I think the the number of fans that show up, should mean alot more towards the winnings, as they are the ones paying for tickets.

But I really don't have too much trouble with the current system.

But I speak from experiance, when I say Elf teams very very quickly find themselves short on money. Fragile players, that cost much makes it very hard to keep fielding 11 players. This added with the fact that elf teams generally age alot quicker than other teams, means they take the brute of aging aswell, inclluding the brute on field. This added to the fact that elf players are expensive, and the revised winnings system, and no more random evet money cards and such, has made me have to retire several teams (fumbbl) due to lack of decent players, or fielding teams full of nigglings.

(This does not include the new elf team, as I have no experiance playing them. I imagine they will not suffer as highly due to 60K linos)

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Post by Sixpack595 »

Elf teams are more than able to win games even on a depleted roster, who cares if they have trouble replacing players? When a team only needs 4 or 5 guys to score I really can't see the point of crying about their finances.

As for the winnings? TR should be much more important than the die roll, and cheerleaders should add in. Cheerleaders would be more important, winnings would be more predictable, and more easily regulated. Right now it is way too random.

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Post by Cervidal »

About the only way to easily set up your post-game winnings would be to earn a flat rate depending on how many fans come up.

Even then, though, you're depending on dice. And this would make FF all the more important in league games.

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Post by skwpp »

I think what youre rolling for is how many fans actually pay to get in.

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Post by Dave »

no, you roll for income minus expenses.

The crowd brings in x money, and you get one D6, plus or minus something, incomeout of that. The rest goes to wages, food and the like

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