Piling On fix
Moderator: TFF Mods
- DoubleSkulls
- Da Admin
- Posts: 8219
- Joined: Wed May 08, 2002 12:55 pm
- Location: Back in the UK
- Contact:
I believe that the current incarnation of Piling On and Diving Tackle jars with most players. It just doesn't feel right. You should have to declare their usage - and pay the penalty - before the dice are rolled. Both skills are advantageous enough that people will still take them.
If this makes them an exception to the normal rules - so what. I'm sure most players will cope.
Ian
If this makes them an exception to the normal rules - so what. I'm sure most players will cope.
Ian
Reason: ''
- wesleytj
- Legend
- Posts: 3260
- Joined: Sun Jul 07, 2002 3:41 pm
- Location: Terre Haute, IN USA
- Contact:
I don't see that as being such a big deal. I mean, Mighty Blow is really the same way now, since it's only +1 OR +1, you roll, then say "I'm using mighty blow on the armor roll" if you tie the roll, and then roll the injury without mighty blow. Or if you beat AV cleanly, then roll a 7 for the injury, you then use the skill to KO the guy. If it makes no difference on either roll, you didn't use mighty blow.
So Mighty Blow is a "can't fail" skill when used too in that sense, although that's a REALLY silly way to think of it. I don't see the bid deal of a skill that you only use when you need it. Like someone said, should you have to declare that you're using the dodge reroll before you roll your original dodge?
I think people are being way too picky about it, and I think my fix for piling on both makes the skill a little less nasty, and is more sensible than any version of Piling on to date (if I do say so myself)
So Mighty Blow is a "can't fail" skill when used too in that sense, although that's a REALLY silly way to think of it. I don't see the bid deal of a skill that you only use when you need it. Like someone said, should you have to declare that you're using the dodge reroll before you roll your original dodge?
I think people are being way too picky about it, and I think my fix for piling on both makes the skill a little less nasty, and is more sensible than any version of Piling on to date (if I do say so myself)

Reason: ''
____________________________________
Chinese Relativity Axiom: No matter how great your achievements, or how miserable your failures, there will always be about 1 Billion people in China who won't give a damn.
Chinese Relativity Axiom: No matter how great your achievements, or how miserable your failures, there will always be about 1 Billion people in China who won't give a damn.
-
- Super Star
- Posts: 1042
- Joined: Thu Jan 01, 1970 12:00 am
- Location: Surrey
- Balrog
- Star Player
- Posts: 694
- Joined: Fri Aug 16, 2002 3:19 pm
- Location: Montreal, Qc
I'll have to agree with Dave on this one.Dangerous Dave wrote:Here here (to Ian's note 2 above).
The only change that needs to be made to Piling On is to fall down before you roll for armour... the same for diving tackle.
That rule is much better than any of the other alternatives that have been discussed on this forum.
Dave
-Dave
Reason: ''
- DaFoola
- Veteran
- Posts: 170
- Joined: Sun Aug 11, 2002 4:48 pm
- Location: R-town, North Cack, USofA
Choosing to use Piling On before the armor roll is, IMHO, the best solution available. Moving the IGMEOY maerker simply doesn't make sense to me, as POn is unrelated to fouling - it is simply a method of throwing a block. Because it is a method of throwing a block, it also seems illogical to make POn a trait.
Having to decide whether or not to risk putting your player on the ground, vulnerable and unable to help your team for a bit, for a better chance of causing injury should be enough to keep the skill balanced, as it seemed to be originally. Maybe that's why few people took it before the latest change.
btw, poll, anyone?
Having to decide whether or not to risk putting your player on the ground, vulnerable and unable to help your team for a bit, for a better chance of causing injury should be enough to keep the skill balanced, as it seemed to be originally. Maybe that's why few people took it before the latest change.
btw, poll, anyone?
Reason: ''
- dakkakhan
- Veteran
- Posts: 280
- Joined: Mon Aug 12, 2002 11:41 pm
- Location: north carolina
- Contact:
I have a question:
Why do all the skills have to act the same way? I mean, can't Piling On risk placing your player prone eventhough the armor break might not be successful? Why can't MightyBlow affect either/or and Dirty player affect both Armor and injury? What are we really trying to do here?
Can we possibly boil down all the current skills and traits to maybe 5-10 total skills/traits? Probably, but why? Don't we like the diversity of having a myriad of skill combos that are nasty?
I do, and I am having a hard time understanding what this thread is about anymore.
Why do all the skills have to act the same way? I mean, can't Piling On risk placing your player prone eventhough the armor break might not be successful? Why can't MightyBlow affect either/or and Dirty player affect both Armor and injury? What are we really trying to do here?
Can we possibly boil down all the current skills and traits to maybe 5-10 total skills/traits? Probably, but why? Don't we like the diversity of having a myriad of skill combos that are nasty?
I do, and I am having a hard time understanding what this thread is about anymore.
Reason: ''
-
- Legend
- Posts: 3365
- Joined: Tue Jun 04, 2002 7:01 am
- Location: Finland, Oulu
I agree with the two Daves. Piling on should be decided before the armour roll. In the last two games I've seen 3 mummies with Piling On, and they sure are evidence enough of the fact that there should be even a slight chance of failing the Piling On.Balrog wrote:I'll have to agree with Dave on this one.Dangerous Dave wrote:Here here (to Ian's note 2 above).
The only change that needs to be made to Piling On is to fall down before you roll for armour... the same for diving tackle.
That rule is much better than any of the other alternatives that have been discussed on this forum.
Dave
-Dave
About Diving tackle I'm not so sure - as it stands the skill isn't too appealing. Changing it would make it probably 'not taken by anyone'.
Reason: ''
[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
[i][size=67]Don't lynch me! I'm the captain of the carpet ship![/size][/i]
[i][size=67]Don't lynch me! I'm the captain of the carpet ship![/size][/i]
-
- Experienced
- Posts: 89
- Joined: Fri Aug 16, 2002 4:26 pm
- Location: Rotterdam, Holland
For those who argue that Mighty Blow and Piling On work the same way now, I'll point out one huge difference: Mighty blow is only +1, and Piling On can be +3, +4 or even +5! If you think that Piling On should stay a "can't fail" skill like Mighty Blow or Dodge, think about the succes rate of each skill. I think you'll agree that Piling On has a bigger chance of succes, so the skill needs to have a "negative side", or it's way more powerfull than Mighty Blow. Imho, the negative side being prone in itself isn't strong enough, but if you add the (SLIM) chance of "failing" a Piling On by declaring it before the armour roll, it would be more in line with the other skills.
Reason: ''
Note to self: make sure to start every game with "PLEASE, DON'T KILL ME!!!!"
- SixFootDwarf
- Experienced
- Posts: 96
- Joined: Mon Jun 10, 2002 1:03 pm
- Location: Toronto, Canada
- Contact: