Additional rules for Asst Coaches and Cheerleaders

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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Additional rules for Asst Coaches and Cheerleaders

Post by Jonny_P »

Our league is currently using this and so far it's working out great. Definitely added advantages to purchasing Cheerleaders and Assistant Coaches. We also require models for all of these as well.

Feel free to give your thoughts on this house rule.

Cheerleaders
At the beginning of each game, a team's cheerleaders can try and get the team motivated for the upcoming match. Roll a D8 for every cheerleader on your team. If an 8 comes up on any of the rolls, you get a bonus Reroll that must be used in the first half. No matter how many 8's you roll, you only get a maximum of one extra first half reroll.

Assistant Coaches
After each game, a team's assistant coaches will want to pull certain players aside to help them improve their skills at the game. Roll a D8 for every assistant coach on your team. If an 8 comes up on any of the rolls, you get 2 additional Star Player Points to spend on your choice to any one player on your team. No matter how many 8's you roll, you only get a maximum of the 2 SPPs to apply to a player. This roll occurs immediately after the game, and before you choose your MVP.

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Post by Snew »

The cheerleader thing is fine but the assistant coaches thing having long term effects I don't like so much. I don't know but I'd probably have them have the same effect as the cheerleaders for the second half. Results of that "pep talk" in the lockerroom during halftime, if you know what I mean. :wink:

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Post by Highlander »

I like the rules for the cheerleaders and would probably have the assistant coaches do the same thing but for the second half. Sort of like the coaches giving a pep talk in the locker room during halftime.

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Post by bouf »

The cheer leader rules seem fine... But isn't there something we can do to represent the Half Time "Pep Talk"...?

Maybe have the Asistant coaches do the same as the cheer leaders only for the 2nd half.

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Post by Snew »

:lol:

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Post by Jonny_P »

Thanks for the feedback. Once the season is over, I'll let you know how the Assistant Coach rule has gone and if it should be switched to what the three of your all suggested.....2nd half reroll.

One thing to consider about the extra 2SPPs. It helps more in the early stages of the team. Once you get to the higher SPP levels, 2 SPPs isn't going to mean as much anymore. This could kinda make sense as the players need that coaching early on rather than once they are skilled.

Originally we had both of these rules as a D6 and looking for 6's, but we decided to lessen the probability and use D8's making it a 12.5% chance for each coach/cheer instead of a 16.67% chance.

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Post by Kyrel »

I'll throw in a couple of alternative ideas:

"Before the start of the match, roll a D6 for each Assistant Coach on the team. For each '6' rolled, the team gains a Player Re-Roll. The team can not gain more Player Re-Rolls than there are players on the team."

"At the start of each half, roll a D6 for each Cheerleader on the team. If the dice roll 2 or more 6'es, the team gains an additional Team Re-roll for the half. This Re-roll must be spend during the half."

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Post by Kheldar »

What is a player reroll?

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Post by Jonny_P »

Kyrel wrote:I'll throw in a couple of alternative ideas:

"Before the start of the match, roll a D6 for each Assistant Coach on the team. For each '6' rolled, the team gains a Player Re-Roll. The team can not gain more Player Re-Rolls than there are players on the team."

"At the start of each half, roll a D6 for each Cheerleader on the team. If the dice roll 2 or more 6'es, the team gains an additional Team Re-roll for the half. This Re-roll must be spend during the half."

:smoking:
So would each new Player reroll earned be assigned to different players on my team? Not a bad idea, it's just more record keeping.

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Post by Cramy »

Snew wrote:The cheerleader thing is fine but the assistant coaches thing having long term effects I don't like so much. I don't know but I'd probably have them have the same effect as the cheerleaders for the second half. Results of that "pep talk" in the lockerroom during halftime, if you know what I mean. :wink:
I like this as well. I'm also not a fan of permanent effects in general, so don't like the 2SPPs too much. But As you mentioned, it has a somewhat big effect early on, then not as much later in team development.

Keep us posted of how it works-out.

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Post by GalakStarscraper »

We do something similar in the MBBL2.

For each cheerleader you have you roll a D6, if you roll at least one 6 you get a Random Event card for the match.

For each assistant coach you have you roll a D6, if you roll at least one 6 you get a Dirty Trick card for the match.

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Post by Kyrel »

Jonny_P wrote:
Kyrel wrote:I'll throw in a couple of alternative ideas:

"Before the start of the match, roll a D6 for each Assistant Coach on the team. For each '6' rolled, the team gains a Player Re-Roll. The team can not gain more Player Re-Rolls than there are players on the team."

"At the start of each half, roll a D6 for each Cheerleader on the team. If the dice roll 2 or more 6'es, the team gains an additional Team Re-roll for the half. This Re-roll must be spend during the half."

:smoking:
So would each new Player reroll earned be assigned to different players on my team? Not a bad idea, it's just more record keeping.

Not quite. The idea is that you can use a Player Re-Roll for any player on the team, but if you have i.e. 11 players on the team, you can max. get 11 Player Re-Rolls per game, regardless of how many AC you might have and roll '6' for prior to the game.

Actually assigning the Re-Rolls to specific players would be too tedious with regards to the record keeping I'd say.



Someone else asked what a "Player Re-Roll" is. In my terms it's like a skill re-roll. It's a re-roll that can be used to let a player re-roll the dice result of a given roll. The difference to the Team Re-Roll is that you can't use a Player Re-Roll to nullify the effects of a "Illegal Procedure" call or similar thing that can only be re-rolled/nullified with the use of a Team Re-Roll. Easy to work with, somewhat more tricky to explain clearly.

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Post by Kheldar »

Kyrel wrote:
Jonny_P wrote:
Kyrel wrote:I'll throw in a couple of alternative ideas:

"Before the start of the match, roll a D6 for each Assistant Coach on the team. For each '6' rolled, the team gains a Player Re-Roll. The team can not gain more Player Re-Rolls than there are players on the team."

"At the start of each half, roll a D6 for each Cheerleader on the team. If the dice roll 2 or more 6'es, the team gains an additional Team Re-roll for the half. This Re-roll must be spend during the half."

:smoking:
So would each new Player reroll earned be assigned to different players on my team? Not a bad idea, it's just more record keeping.

Not quite. The idea is that you can use a Player Re-Roll for any player on the team, but if you have i.e. 11 players on the team, you can max. get 11 Player Re-Rolls per game, regardless of how many AC you might have and roll '6' for prior to the game.

Actually assigning the Re-Rolls to specific players would be too tedious with regards to the record keeping I'd say.



Someone else asked what a "Player Re-Roll" is. In my terms it's like a skill re-roll. It's a re-roll that can be used to let a player re-roll the dice result of a given roll. The difference to the Team Re-Roll is that you can't use a Player Re-Roll to nullify the effects of a "Illegal Procedure" call or similar thing that can only be re-rolled/nullified with the use of a Team Re-Roll. Easy to work with, somewhat more tricky to explain clearly.

:smoking:
This would make these guys to strong. The chance of getting more than one reroll for multiple 10k bucks in addition to the "normal" abilities of the coaching staff, would break game balance in my oppinion.

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Post by Kyrel »

Theoretically you are right, but I've tried it out with some friends in several games thus far, and until now it hasn't given any problems. Remember, you should only get one of these re-rolls per 6 AC's. So statistically you're paying 60K for one single re-roll.

Of course, if you go overboard and buy a lot of these guys, then 'Yes', the ability might well end up being overpowered, but again. Who would really want to put that much money into AC's?

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Post by Pil »

Well, since 60k is half the cost of a reroll in a league for a lot of teams I think I could go overboard with them ;) It sounds strong but if it works for you then it's fine with me. Using event cards sounds interesting too, I definately like the idea of giving extra power to cheerleaders and assistant coaches, though I don't think they should be re-roll machines.

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