spubbbba wrote:
Passing is also useful for the good ol 8 turn elf stall. If you can move the ball round the pitch with great reliability then it makes it hard for the other team to get close unless they take out most of your players.
yup agreed, but they can do tht failry easily already and I don't think this change would really make that job any easier for elves. Dode also said this change is mainly for the Hybrid teams and Ag3 teams so they can make passing games a more viable option. I certainly agree that humans and zons could do with a little help here. But Elves are fine already and I'm not really sure the hybrid teams need help here. As said - its my view that passing in not so much rare because of the risks, but more because you do not want to be scoring fast, and even when playing the deep-field stall I always just pressure the thrower as quickly as possible so they have to pass hopefully leading to a quick score.
Early on the UD and Necros won't be able to take advantage due to needing other skills on the WWs and Ghouls. This would make pass a serious doubles consideration for them, enabling the combined catch skill to be a serious later skill. I think you'd agree that it's at higher TVs they'd need the boost.
hmm I still don't think I would consider taking that skill even with the change. Also I think Necro are a very good high TV race because of a certain combo. Undead could possibly do with a little boost at high TV. But for me passing is not where they need that extra boost. Fouling and Dirty Player en masse has always the Undead staple until now and with a boost to fouling again, which seemingly everyone things we need - I think they could perform better at a high end TV.
As you say the intent seems good especially for humans who I think need it more than any other team at high TV. But to me at least, I do not think you can change passing into a truely viable tactic until stalling is changed. As said, passing isnt actually that risky at the moment as it stands but it is alot more risky than not passing or handing off at all which will always be the case.
I would love someone to come up with a new way of passing using pass dice (similar to block dice except with passing icons) and see how they could make that work. Obviously it would be very hard and very different to how it currently works. Any ideas?
FYI - Someone sent me this in an email when I working on my rule. It's not right yet but it is interesting so thought I would put it here. So you can see if you can do better with this idea.
So first of all this is using pass dice wth symbols etc...
Ag5
Quick range: favourable 3 dice
Short range: favourable 3 dice
Long range: 2 dice
Long bomb range: 1 dice
Agility 4
Quick range: favourable 3 dice
Short range: favourable 2 dice
Long range: 1 dice
Long bomb range: unfavourable 2 dice
Agility 3 (or ag4 in one Tacklezone etc..)
Quick range: favourable 2 dice
Short range: favourable 1 dice
Long range: unfavourable 2 dice
Long bomb range: unfavourable 3 dice
Agility 2 (or ag3 stunty)
Quick range: favourable 1 dice
Short range: unfavourable 2 dice
Long range: unfavourable 3 dice
Long bomb range: unfavourable 3 dice
Agility 1
Quick range: unfavourable 2 dice
Short range: unfavourable 3 dice
Long range: unfavourable 3 dice
Long bomb range: unfavourable 3 dice
Strong Arm and Accurate - works pretty much the same, making a longbomb a long pass roll, making a short pass a quick pass etc...
NoS - is the same
Dump off - the same
VLL- cancels safe throw
Just numbered atm but the idea was to make these numbers symbols.
1 - Fumble
2 - If there is an opposing player in passing line, then the pass is thrown to them (auto intercept) instead to the original target. (Opponent choice to which if more than one.) If the passer has safe throw the inteceptor must roll Ag-2 to intercept. If they fail to intercept it is an inaccurate pass. (3*scatter).
3 - The pass is inaccurate (3*scatter). If there is an interceptor it is an auto intercept. If they have safe throw no interception is possible.
4 - The pass is inaccurate (3*scatter). If the passer has Pass then the pass is on target. If they have safe throw no interception is possible.
5 - Pass is accurate. If they have safe throw no interception is possible.
6 - Pass perfect, +1 to catch roll no interception possible.
If the pass is thrown to opposing player (intecept) then they still need to catch the ball If succed, then interception. If it fails, then scatter once. (Basically deflected pass.) Passblock could make this auto catch?
And this was there rationale
Summary of the effect of this model:
- Pass deflection is possible, so better simulation of life.
- Simplified passing sequence. 1 roll determines all cases and effects.
- Short range passes become easier.
- Long bomb becomes harder.
- More interception.
- Better scaled who can pass well, who can intercept well. Random AG 3 or AG 4 player cant pass extremely well (as before), but any passing skill have serious improvement on chances.
- Opponent have more control over covering the pass. More coverage gives better chance to deflect, or intercept the pass. If there are lots of players on the passing line, then the opponent can decide who tries intercepting, and where the ball will land.
- Passing player is motivated to control the passing range better. Better management will increase the chance to succeed.