While it's fun to build up your players and team till they can burst, there's a big problem keeping rookie teams competitive against experienced teams without aging and handicaps etc.
How about a 'buy out' roll? Local leagues are going to produce good players, but anyone really great is going to be headhunted by coaches from the bigger leagues. The better the player, the more likely he is to be offered a contract by a bigger club and buy himself out of your contract. Lets face it, the wee leagues we play in aren't anywhere near as big as the Blood Bowl; and great players want to shine!
Every upgrade, roll 2D6. You have to beat the target roll to keep the player. If you fail, consult the consequences table below.
First upgrade - 2+
Second Upgrade - 4+
Third Upgrade - 6+
Fourth Upgrade - 8+
Fifth and Subsequent Upgrades - 10+
In addition, the following modifiers apply:
Each N.I. -1
Each MVP +2
Only one player per match will ever be scouted. If two or more players gain a skill, the one with most SPPs is being scouted.
Consequences: Roll 2D6
2-6: The player decides he'd rather stick with his team, and stays on the roster.
7-10: The talent scout offers to buy the player out of his contract for his original price -D6x10,000gc (The player's cut) to a minimum of 10,000gc. If you accept, the player is removed from your roster and you gain the amount described. If you decline, the player stays, but his growing ego means he will occasionally refuse to take to the pitch with 'those amateurs'! Mark down that the player has a 'huge ego'. This counts as a N.I., but may not be affected by an apothecary, and does not affect the table above.
11-12: The player leaves, laughing at your meagre proposals of more money. Remove him from your roster. Such is his popularity that your Fan Factor is reduced by 1 as huge numbers of screaming fans follow him to his new club.
What do you think?
Buy Out?
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