How many would like to see a new Kick Off table?

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Acerak
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Post by Acerak »

The biggest argument against changing this table, I think, is that everyone is familiar with the current one. A D66 table would provide more (too much?) wiggle room, but it would be harder to memorize. (I'm not saying that I agree with this position!)

I'm sure you guys have some ideas, so why not post "Things I'd Like to See on a New Kick-off Table"? You don't have to produce an entire table, just shoot from the hip and see what you hit. Feel free to borrow from the old cards, the current Handicap table, the game's fluff history, or whatever strikes you.

Cheers!

-Chet

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Post by neoliminal »

These were first drafts of a possible handicap system to replace the cards. Basically you got to pick special kick off tables if you were handicapped...


Alternate Kick-off tables
-------------------------

Dirty Tricks:

2 - DT Assassin. You may use this card at any time to make an
assassination attempt on one opposing player. The assassin fires a poison
dart at the player, who collapses in agony. Place the victim prone and
then make a roll on the Injury Table to see what has happened to them. No
armor roll is required, the victim is automatically injured.

3 - Greased Shoes. Pick a player on the opposing team. You've paid
someone to grease the bottom of their shoes and their agility is reduced
by 1 until a touchdown is scored or the half ends.

4 - Got Caught! The Ref was taking his bribe from the opposing coach when
he noticed one of your players trying to execute a dirty trick! Roll D6.
1-3 Player Misses Drive! 5-6 Player missed ejected for the game!

5 - Hard Ball. You've replaced the regular ball with an extra hard one.
The kick will be short by 1d6 spaces. Move it short before rolling for
scatter.

6 - You have bribed the referee to turn a blind eye so that you can set up
12 players on the field. The extra player is allowed to stay on the field
until a touchdown is scored or the half ends

7 - Roll on regular kick-off table.

8 - Ill Get You! One of you players has been winding up an opponent.
Nominate the player in you team and an opposing player in an adjacent
square. The opposing player attacks your player just as the ball is
kicked. Work out this block as normal but don't count any assists for
either side. This is against the rules so, after the block is worked out,
the referee sends the opposing player off for the rest of the match, and
the opposing team suffers a turnover.

9 - Robbery! You hire a famous burglar to steal their winnings from the
match. The opposing team loses the money they should have got for the
match, and you may add it to your own treasury instead

10 - Double Cross Just when you thought things were going your way!
You've been fooled by a con man and the dirty trick you had planned blows
up in your face! Randomly selected player on your team falls down and
makes an armour roll.

11 - Morley's Revenge. You arrange for the opposing team's supply of
drinks to be spiked with an extremely powerful Mickey Finn. Roll a dice
for each player on the opposing team: 1-3 = The player shakes off the
effects of the drug and it has no effect; 4-6 = The player collapses to
the ground. Place the player prone but do not make an armor roll to see
whether they are injured

12 - Razzle Dazzle! You have been practicing a special play with your
team. If it works it should give you a sure touchdown. If it fails, you'll
be in deep trouble! Roll a dice: On a roll of 1-2 the play fails miserably
and nothing happens. ON a roll of 3-6 the play works brilliantly and the
opposing team are so confused that they may not do anything in their next
turn!



Magic!!! (only once per game!):

2 - Earthquake spell. Place all opposing players on the ground. Do not
make armour rolls for them.

3 - Magic Sponge. All injuries suffered this drive are magically cured.
Anyone who must come off the field due to injury is placed in the reserves
box!

4 - Dud! Your team was expecting something cool to happen... and they're
still waiting, you miss your first turn!

5 - Rakarth's Spell of Obliteration - Pick a player on the opposing team.
They are obliterated! Roll a d8 for direction and 1d6 for distance. If
they land on the pitch, roll for armour. If they land out of bounds, roll
for a crowd injury!

6 - Magic Hand! As the ball is kicked, a ghostly hand flies up and grabs
it, and puts it in one of your players hands. You get Ball in Hand.

7 - Roll on regular kick-off table.

8 - Hawkfing's Curse! Choose a player on the field. That player may not
use any of his skills for this drive.

9 - Deluge of Despair! On your opponents next turn, they have their
movement halved (round down).

10 - It's a trick! The wizard who gave you this magic item was actually
trying to trick you! Pick a random player on your team... the turn into a
toad just like the results of a Zap! spell!

11 - Magic Helmet! A player can get a magic helmet, which gives them +1
AV, up to a maximum of 10. Only one per player.

12 - Speed Pills! Pick on player on your team. That player has 1d6 extra
movement until the end of the drive.


Random Events:

2 - Doom and Gloom. You may play this card at any time. The opposing team
is feeling uninspired and depressed, and doesn't play with their customary
flair. They may not use any Team Re-rolls for the rest of the half.

3 - Wez' got this one in da Bag! The Opposing team is feeling cocky after
their last score. They only field the 11 worst players on their team,
based on SPP's.

4 - Great Kick! Opposing coach may put the ball anywhere on your half of
the pitch he wants, without needing to roll scatter or bounce the ball.

5 - Stern Team Talk. Your have a stern team talk that inspires your team.
Roll a dice and halve the score rounding fractions up (i.e. 1-2=1; 3-4=2;
5-6=3). The result is the number of extra Team Re-roll counters you may
take until the end of this half.

6 - That Boy's got Talent! You may hire any 1 roster player for free at
the end of the match.

7 - Roll on regular kick-off table.

8 - Merchandising. The sale of T-shirts and baseball caps with your team's
logo has reached record proportions. You receive a bonus to your winnings
equal to 1D6X10,000.

9 - Two players in the opposing team become involved in an acrimonious
argument about the touchdown. You may choose the two players involved. The
two players refuse to be on the pitch at the same time for the rest of the
match. The opposing coach may only have one of the players involved in the
argument on the field at a time. If both players are on the field, one
walks off in disgust.

10 - Forgot my helmet coach! On random player on your team heads off the
field to get his helmet. Unfortunately the Ref wont let him back on
because the play has started.

11 - Misreading the Offense. The opposing team has misread the offense
and thinks you're going deep. Pick four players who are not on the line
of scrimmage and move them backwards 1d6.

12 - Food Poisoning! After eating some Gobo-on-a-stick D3 randomly
selected players on the opposing team get sick and miss the rest of the
match.


Grab Bag:

2 - Illegal Drugs. Pick a player to gain either +1 ST or +1 AG for the
rest of the match.

3 - Cheerleaders! You opponent is so distracted by your the your
cheerleaders that they lose half their remaining RR's for the half!

4 - Are you blind ref? While trying to distract the ref, a randomly
selected player on your team get's thrown out. This player could be on
the bench or on the field.

5 - Knuckle-dusters. Pick a player to have secretly snuck knuckle-dusters
onto the pitch with him. That player counts as having Might Blow for this
drive.

6 - Whoops. One of your players gets a sneaky block in while the ref
isn't looking. An opposing player who is in a tacklezone of one of your
players is knocked over. Roll for armour as normal.

7 - Roll on regular kick-off table.

8 - Is my watch fast? You may move both turn markers either Howard or
backward one space (unless this would take the marker off the track.)

9 - Bribe the Ref. You will not be called for fouling this drive.

10 - Coffin Corner. The kicking team may place the ball in either corner
of the receiving teams endzone.

11 - Spy. If the opposing player attempts to use a team reroll during
this drive, roll a d6. 1-3 the reroll works fine. 4-6 your spy has
warned you and it doesn't work.

12 - Rules Lawyer. You've hired a rules lawyer to argue the finer points
of Blood Bowl. While he distracts the ref, you can place an extra player
anywhere on the board you like.

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Post by Acerak »

What if you don't have a turn marker named "Howard"? ;)

-Chet

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Post by neoliminal »

Then you'll need one of two things:

A decent re-write of a first draft copy, or someone named Al.

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Post by Thadrin »

If we're going to bring all those old special play/ random event things back, I'd much rather see them ressurected with the old 2nd ed "double one on an armour roll" thing, rather than kick offs. I think that apart from the weather change needing tweaking to make an actual weather change a little more common, as oppossed to the "weather change...ah, its still nice" thing, the kick off table is fine. After the last weekend Norse would certainly disagree on the effects of Pitch invasions though.

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Post by Acerak »

I'd like to see special plays brought back as Special Plays rules, magic items as Magic Items rules, and you can probably guess where this road will intersect with dirty tricks ;)

C'mon, doesn't anyone have ideas for things that could happen on a kick-off? I'm surprised this board is silent on this issue, especially when I consider that a number of you talked about how you want a new table.

-Chet

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Post by wesleytj »

I don't want a new table, but if there has to be one, I'd prefer one with more chances for nothing to happen.

I always thought that cheerleaders and coaches on the roster were a silly thing, and very few people ever actually spend the 10k to buy stuff that has no effect in most games. So maybe take out Cheering Fans and Brilliant Coaching and change them to "nothing happens".

You can still paint up your cheerleaders and put them on the sidelines, but just like in real football they'd have no real effect on the game. Just something for the fans to look at during breaks in the action. "Quick Larry, hand me that scrying lens!!"

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Post by Pantera »

Acerak wrote:C'mon, doesn't anyone have ideas for things that could happen on a kick-off? I'm surprised this board is silent on this issue, especially when I consider that a number of you talked about how you want a new table. -Chet
I'm thinking on this subject. I have started but not come up with something good yet. There is one possibility of a very similar Kickoff table, but with smaller changes to the results. The other variant is to remake the Kickoff table completely. Which of course is much harder.

Anyway one thing I would like to see is Cheerleaders and Assistant Coaches getting a better use in the game than being a 1/9 odds of a RR on the kickoff table.

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Post by Acerak »

Cheerleaders and Assistant Coaches exist more for modeling purposes than anything else. They aren't supposed to have a big effect on the game, and they'll never get to a point where they're "must-have" items. That information comes from JJ himself. Accordingly, I doubt their official roles will be expanded any time soon, but you're always free to use special house rules for them if you want to increase their prominence.

Cheers.

-Chet

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Post by sean newboy »

I dont want them to have truly useful skills, only that u get to use them more than an average of once every 3 games.

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Post by Mestari »

Acerak wrote:They aren't supposed to have a big effect on the game, and they'll never get to a point where they're "must-have" items. That information comes from JJ himself. Accordingly, I doubt their official roles will be expanded any time soon, but you're always free to use special house rules for them if you want to increase their prominence.
I think that the thread a while back had some pretty good ideas - rerolling the SP roll on a 6+, for example. The effect can be toned down to be a very small one, so it won't be a must to have them, but still it gives a real assistant coach feel into it.

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Post by Dangerous Dave »

OK here are some suggestions for a new / extended Kick Off table. I have tried to make these effects not too powerful - they give an advantage to the winning side - however, the advantage is not too great. I feel that this is the way to go and events such as the current Pitch Invasion or Blitz are too powerful and should be toned down (eg d3 players affected by a Pitch invasion).


Jump Start

Roll 2d6 and add cheerleaders (reroll ties). Inspired by the crowd (who have been whipped into a frenzy by the minuscule vestments worn by the winning team's cheerleaders), 3 random players on the winning team can take an action before the first turn.

Naughty Player

Roll 2d6 (reroll ties). One player on the winning team (your choice) sees the referee looking the other way and can take an action (block, blitz or move) before the kick off lands.

Minor Pitch Invasion

Roll 2d6 and add FF (ties - both teams succeed). A fan high on the latest pills runs onto the pitch in your opponent's half of the field. Roll a d8: 1 to 3 a wide zone, 4 to 6 the other wide zone or 7 to 8 the central part - pick a square in the appropriate area. The fan has the following stats 4117 Bonehead and is controlled as a player on the winning team. However, he must be the first player moved after Fanatics and Wild Animals, he cannot score and does not cause a turnover if he fails (he isn't on the team). In all other respects he is treated like a normal player. At the end of the drive (if he manages to survive that long!) the security guards arrest him and he is ejected from the game.

Trick Play

Roll 2 d6 and add Assistant Coaches - reroll any ties. A well rehearsed Special Play comes off. The winning coach may reposition the ball to any square on the field - the ball will only scatter 1 square and then bounce.

On The Booze

Roll d6 (ties both teams lose). A random player on the pitch on the losing team has been out on an all night bender and its finally catching up with him / her. Place the player stunned.

Slippery Ball

The kicking team have covered the ball in oil. The first attempt at picking up the ball (by either side) is made at -1. After this the oil is wiped off and all further attempts are made as normal.

Its Too Easy

The team with the highest TR is strolling through this game and they lose a reroll for the remainder of this half. NB if the team with the highest TR is losing the game, this event has no effect.

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Post by sean newboy »

I think the minor pitch invasion person should be ag 2 st 2, give him a chance at least to try something stupid.

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Post by Dangerous Dave »

Nah, I deliberately put his stats so that he has little chance of making effective blocks or dodging away etc. Basiclly he's there to put TZs on players (eg the thrower who wants to pick up the ball) :) or to lend an assist. If he had 2 ST and 2 AG he would be a semi useful player - he is basically a nuisance and a hooligan. Remember he can't cause turnovers so he can GFI with abandon, foul etc and if he falls over or gets sent off - you just carry on.

I like the idea!


One more suggestion:-

Streaker

A streaker runs onto the pitch. Roll 2 d6 to determine which team is affected - reroll any ties. Roll a d6 to determine which wide zone he / she (got to allow for Amazons too!) appears (1-3, 4-6). Anyone in that widezone has the following effect:-

The kicking team - lose their Tackle zones for the receiving teams first turn (got to look at those kn*ckers!).

The receiving team - cannot move or take an action the first turn (also looking at those bouncy bits!).



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Post by sean newboy »

On the other hand with st 1 he is probably just a free casualty for someone on the opposing side. perhaps st 3 ag 1

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