Interception skill

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Mestari
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Post by Mestari »

BTW.

I don't like the 2+<->4+ thinking that many people have.

If something is too powerful at 2+ (eg. Reg) - they fix it by making it a coin toss at 4+.
3+ should be used a lot more. The middle road, best of both worlds, whatever you want to call it.

Safe Throw at 3+ would still be tempting, but wouldn't be too certain.

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Interception

Post by Relborn »

The 1 square move solution seems very fine to me. Mestari is right -
the problem is not the lack of interception skill (you have the catch skill already for this) or the chances. It is the fact no-body throws over enemy players to eliminate the risk.

I am with you for this idea Mestari ... very good go (the broader throwing templete would be ine too but the extra square makes it so much easier to implement)

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Post by Marcus »

If odds for intercepting are made better, coaches will be even more strict on avoiding a pass that could be intercepted, thus resulting in less interception attempts -> and less interceptions.
Well said that man!

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Post by Trambi »

Catch
A player who has the Catch skill is allowed to re-roll the dice if
he fails to catch the ball. It also allows the player to re-roll the
dice if he drops a hand-off or fails to make an interception.
p34 LRB1.3
Catch is very usefull to perform interception.

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Colin
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Post by Colin »

I didn't realize that catch could be used for interceptions. Is this something that was added in the LRB (I have to admit it am not overly familear with LRB, haven't read it over too many times) or was I missing something all along?

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Post by Mestari »

Catch = reroll interceptions has been in the rulebooks since the beginning of 3rd ed. Haven't read the skill descriptions completely, have you? I know wat you were thinking: "Catch skill - must mean a catch reroll - no need to read the rules..." :wink:

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Post by Trambi »

Yes since the beginning of 3th edition, an unknown rule.

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Relborn
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Interceptions

Post by Relborn »

A question came up my mind recently ...

does the physical ability: extra arms provide an bonus to interception rolls as well ? (would make sense but in the rules is only stated to catch rolls).

Whil the catch skill could be used on interceptions, I am a bit in doubt obout extra arms ...

anyone who could help me out ?

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Post by Longshot »

skills for interception: Pass block, catch, extra arms (of course) Nerves of steel...
Against: Safe throw , i think that Chet has a good point on this one, it should be changed to 4+. Cos this skill is too strong the way it stands.

Interception are quite rare on BB, but it happens in normal proportion i guess.

LRB, change the strenght of Beardy teams, but for Passing teams too=> The changed rule about hand-off has changed a lot of opportunities.

I think that the only change (and easy one) should be about the 'safe throw' skill.

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Post by Marcus »

Dear god, you know that had never ever occurred to me?

GR: 9 2 4 7, Dodge, Very Long Legs, Extra Arms, Catch, Passblock.

That is a goddamn interception machine. 3+ Interception with a passblock move and a reroll.

Ooooh, I'm gonna give that a try ;)

Marcus

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Post by Longshot »

Imagine my player (i love him):

Dragon Warrior: 7 3 6 8 Blocage, AG+1, Leap, Ag+1, Pass block

I will take catch on next skill roll and then dodge....

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Post by Ghost of Pariah »

I had a gutter runner that had Long Legs, Pass Block and AG 5!
He lived through about 2 games and then he was blasted by a very large ogre. Poor little guy didn't have a chance.

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Interception

Post by Relborn »

Hi everyone.

I was just handed some information about the extra arms. As stated in the LRB 1.3 this trait CANNOT be used for interception :o

Unfortunately I can't tell you why this is so ... it doesn't make any sense to me (and balance won't count as with Very long legs you gain a MA+1 AND an +1 interception bonus).

For the Safe Throw matter - I would say the 2+ roll is to good (it would be too hard to make interceptions against players with such a skill) on the otherhand I think 4+ would make this skill too weak (and nobody would take it anymore. Maybe the solution lies straight in the middleground ? 3+ (the same area where I think regeneration should belong - at least as long as undead teams can't use something like an aphotecary)

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Post by Cervidal »

I recall in some obscure reference made by one of the GW guys in White Dwarf that 3+ rolls are shunned as often as possible. They're looked at as rather wishy-washy when it comes to determining how good something is. Same goes for 5+, it's seen as a poor alternative gap between 6+ and 4+.

Changing Safe Throw won't cause any major increase in interceptions. As it was stated earlier, the lack of interceptions is caused by careful ball coaching. Most players figure out pretty quickly that throwing across the middle of field over a mob of players isn't the best alternative.

Interceptions are rare and rightfully so because they completely change the momentum of the drive. I'd leave the rules completely as is, except maybe for not allowing Extra Arms to come into effect on the roll (it's already useless enough).

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Post by Colin »

I don't think it would unbalance the game or make the mutation super powerful if extra arms is given a =1 on interception rolls (since it is supposed to improve your catching ability).

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