What would you most like to see happen in October?

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Deathwing
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Post by Deathwing »

neoliminal wrote:
Deathwing wrote:After 6 games my MBBL Helfs have finally got back to 11 players. They've carrying a -1 ST on a line-elf...
On a human team, we call that guy a Catcher.
Heh! Don't human catchers move 8 rather than 6? :roll:

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Post by Ghost of Pariah »

Interesting that the vast majority here has said that they are, for the most part, happy with the current rules and would only like to see some minor tweaks. Most tweaks being more violence, better tables and fun stuff like secret weapons. I have yet to hear one person say that they want simpler rules, and changes to the injury mechanics, rules with no exceptions or any of the topics popular with the BBRC.

Chet and Neo how are the topics posted here developing? Can we discuss these?

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Post by Lucien Swift »

two words,

mandatory base-ring color coding!

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Post by neoliminal »

Pariah wrote:Chet and Neo how are the topics posted here developing? Can we discuss these?

I'm reading along. I like thread like this, where people can get pet peeves off their chests... and I can look for patterns.

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Post by GalakStarscraper »

wes ...

quick comment ... I would just like to add that I've always found balance through attrition was a crock.

I know you and I don't agree much ... sorry .. you seem the good chap. Season 1 of the MBBL is just finishing which was a LRB only league and in my opinion the LRB rules are working just fine. I've seen plenty of attrition and few teams rolling off the races.

I REALLY LIKE the LRB rules. In fact the more time that passes, the less I want Chet's new great idea, PGFI, etc., etc., etc. Pariah and I are in the same camp on this one ... the rules are good don't screw them up.

My thoughts and the accumulation of thoughts of a lot of different folks throughout the internet are on http://www.midgardbb.com ...

I know that Chet and JKL and the rest of the BBRC are working on adding some of the Chaos back into the game with Magic Items, Dirty Tricks, Secret Weapons, etc., etc., etc. and I think that is a WONDERFUL use of creative energy.

I'm the tweak camp ... I like the rules right now ... I want to see them cleaned up a bit and some of the old flavor returned as planned.

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Post by Haar »

I'd definitely like to see the kicking rules bumped up to the next level (official?). I also think the pGFI rules need to be published as "experimental". We're playing a pub league with them, and I really like pGFI. It doesn't break anything, really, it just makes that endpoint of your run a little more squishy.

As for Chet's Injury Idea, I'm of two minds. I don't like mods to the injury roll. I would _much_ rather see Razor Sharp Claw, Dirty Player, Mighty Blow and the like lower the number needed for a KO, but not change the number needed for an INJ. I think the overall changes are pretty sweeping, too sweeping for my taste.

I think Jump Up should get some extra love, like being able to use it in between player turns. You made it a trait to keep it from mummies and such. Give it some more oomph to make it worth a doubles roll.

For heaven's sake, give the Krox mighty blow.

Revisit the fumble rules. Fumbling on a long bomb is weird. Make tackezones on the player lower the die roll and range increase the target number. Then you fumble if there are too many TZs on you, but not if you're throwing it really far.

Clear up some language about the pass templates. Replace the word "base" with the word "square" so we don't get people playing big bases to be able to intercept more times.

Fix up the handicap table. Some of the rolls are strictly superior to others. (compare 14 to 32 for example. One gives you an _extra_ MVP at the start of the game, and one just gives you your normal MVP at the start). Pare down the weak handicaps and make it a 2d6 roll, or add doubles of good ones or something.

Change the language about tacklezones and assists. The way the LRB reads, a bone-headed ogre or a guy who got hypnotized can still lend assists. That's lame. Make it so you have to be putting a TZ on the right guy, not just adjacent to them.

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Post by Furelli »

I have to say I in the majority like Chets ideas. I think that modifiers on the injury roll hurt the odds too much.
However, the current rules set is great. Minor tweaks is the way to go. I think Chets idea should be implemented, slowly.
As for october, Kroxigor with MB cool. Kicking rules, no - i'm sorry but I just don't like them. Thrudd, sure why not.

Furelli.

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Post by DaFrenchCoach »

Lucien Swift wrote:two words,

mandatory base-ring color coding!
One ring to rule 'em all... ;) Join Lucien Swift Syndicate ;) !!!

Seriously, I would appreciate very minors changes in the october rules set... Just in order to fix them (mighty blow, etc...), and see more optional, experimental rules, that could become official (allies,, starplayers, new team rosters) later. IMO, Blood Bowl needs stability in order the highest number of coaches play with this rules set. Major changes every 2/3 years is a good thing to my mind. Not every year.

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Post by millimil »

I want SNOTLINGS back !!!

Please.... :cry:

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Post by millimil »

ups, sorry

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Post by ljm »

Lucien Swift wrote:two words,

mandatory base-ring color coding!
Has anybody made a comprehensive list of color codes for all those non-standard positions (trollslayers, etc) ?

ljm

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Post by Thadrin »

Nope. I'd probably do mine Red though.
I AM doing my Skaven with base ring coding.

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Basering

Post by Haar »

This season saw me start a new team of Dark Elves. As I painted them, I decided to do stuff on the base to help me out while I play. I put a white square on the base of everybody who has dodge, a black one for block, and so on. It really helps me find that guy with passblock quickly, or figure out who to move first. I also painted each players stats on the base as well. The numbers look okay, I'm planning to redo them once I get more practice with that.

I think an experimental rule should be to talk about how to do that and set forth a standard color coding scheme for the skills.

I don't have a problem picking the trollslayer or blitzer out of a crowd, so I don't think basering coloring is really necessary. I do think, however, that showing which of your blitzers has dodge and which has diving tackle and so forth is a real help for gameplay.

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Post by Lucien Swift »

ljm wrote: Has anybody made a comprehensive list of color codes for all those non-standard positions (trollslayers, etc) ?

ljm
while the 3e+ non-positional naming nightmare should probably end one day and we'll just have nice linemen and blitzers and such, it is clear that not only will there be more than the original 5 positions around, but that it's not a bad thing...

anyway, it's been at the discretion of the people who have held onto base rings to decide what to do with all the odd new players, but we have settled on some nice and complete guidelines for ours...

of course, you have the original mix:
grey: lineman
red: blitzer
green: blocker
yellow: catcher
white: thrower

but we have found that you need to add two or three new ones (depending on your league) and they are:
blue: kicker
orange: runner
purple: special player

now, runners around here are gutter runners, skinks, ghouls, witch elves, and dwarf runners... any player whose ob is more or less being fast, but not starting with the catch skill or on a team where the running game is implied more than the passing game etc...

purple players aren't very common, but they are the things that don't classify at all, troll slayers and according to some people i know, witch elves, some even like to put big guys into this category (though i usually call them blockers) plus vampires when they were still around and a few others on house-rule rosters... you probably could squish these guys into a roster position, but somehow, it just never feels right...

halflings and gobbos usually get classed as catchers or runners, but could just be linemen...

while these rules aren't official, there's room for debate on what some of the players are... if the powers that be would stop worrying about useless things like how to make fouling work and how to keep leagues balanced, and get around to the trully important things like base-rings, we'd have a perfect game on our hands where you never again had to ask your opponent "what's this guy? ok, and what's that guy? i thought he was a blitzer! oh, he's the blitzer? you're sure he wasn't a lineman a minute ago? you lying sack of crap, you're cheating me, aren't you! no, i wasn't pointing at that guy, i was pointing at that guy! oh, sorry, i know it's so hard to keep all these guys straight, i wish there was just some way to glance at a mini and tell what position he was..."

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Post by Thadrin »

I've done my GRs Yellow I'm afraid (seeing as they can be likened to the old Skaven team's catchers). I was pretty much including any creature that is designed to be fast and gets agility skills in the definition of catcher, so you can add Ghouls to that.

Black isn't used anywhere - and I'd much rather use that on my slayers' bases than Purple.

My Dwarf Runners I was going to do White, as they get Passing skills.

Bull Centaurs? well, they're Blitzers aren't they

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