Suggestions regarding the Ageing rule.

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roysorlie
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Suggestions regarding the Ageing rule.

Post by roysorlie »

Ok, starting a new thread, cuz I want to debate the new suggestions I've made, and what odds we should use.

First off..
I'm not sure I'm for changing the MVP rule. It seems to me, that one of the key advantages with using elf teams, is that your entire team manages to increase quicker, because you can spread around ssp from comps and td. If that advantage is suddenly lost, and every team suddenly has the same advantage for free.. it might upset game balance.

But an alternate tabel, base solely on the number of matches played, seems to me a better idea.

Honestly, if I could chose between being a line position player, having to stand at the front line, and take punishment, or being a cather, having lots of buddies around me, and getting to score the TD alot, I'd chose the latter. Seems I get hurt less that way. And suffer less wear and tear.

This of course depends on the team you're playing. I play elves, I expect an orc player would have the opposite sentiment. All the same, I don't see why being successful makes you grow old.

I propose to exchange to Ageing table with a match table. This is just a suggestion, and in no way ment to be final. Just to start us off.

For discussions sake, I'll call the table the Wear and Tear Table

Wear and Tear 2D6
6 matches 3
13 matches 4
20 matches 5
28 matches 6

and so on, continually increasing the increment with +1

if you roll under the listed number, you need to roll another 2d6

2 -st
3 -av
4 -ag
5 -ma
6 - 10 NI
11 - No effect
12 - Inpiration, +5 SSP (I think it's cool. Rolling 12 should be benefical)
Double 4 and 5 = No effect.

Much more fun.

Or, an Idea I really like, is a between match event table, taking wear and tear into account, on a random event table. This would have to be made a very official thing though.

My third and last suggestion. at the end of the match, you have to roll a dice, on a roll of a 1, a random player on your team has to take a "wear and Tear" roll. This being a D6 roll of another 1. Which means, One every match, you have a 1 in a 36 chance of getting a worn out player. Sounds fair. The consept is the same, the odds can be changed according how quickly/slowly the team should wear down. At least it doesn't penalize players based on them being succesful.

Hit me back with what you think.

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Post by DoubleSkulls »

Have you read the inital proposal on MVP/EXP as this is quite close to what you are proposing

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Post by Furelli »

I see what Roy is saying though. Basically instead of a random number of games for aging ( as generated by the wonderful EXP system) Roys suggestion puts a set number of games at which rolls are made.
I don't like it myself as it feels very arbitary. "ive played 6 games so there is a chance I may have some wear and tear", there is no chance after the next few games then suddenly, "oooh maybe ive worn myself out this time."

Furelli.

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Post by roysorlie »

I started reading the thread, but had dificulties finding the suggestions.

And I agree with furelli. It is a bit arbitrary. But so is the ageing rule. "Wow, you're player is showing talent, he must be getting old."

Personally, I like that last suggestion the best.
Completely randomized. You make a post match roll. If you roll badly enough, a player might start showing signs of wear and tear. It's totally indiscriminate. It's a random Wear and Tear.

It penalizes all teams equally. It all up the the (un)holy gods of odds.

The question is, do we make it one roll ore more. Do we make it a 1 or 2 d6? I kinda like the 1d6 model.

post match roll result of a 1, and a randomly selected player need to roll a d6. On another result of 1, he's suffering from wear and tear. It's a 1/36 chance, (sort of like those dodge rolls, eh elf players?)

Statistically, you should get a negative trait once every 36 games, which might seem very low. On the other hand, I roll up to several double 1's every match. Everybody knows 1 in 36 chances happens about half the times.

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Post by dakkakhan »

Why not make the result incremental instead? The First time you get an Aging result, the table has a relatively low chance to result in a catestrophic result, Like a stat decrease...You could then modify the die roll and bring results further up the table and more damaging to the player's career into play.

...So, 1st aging roll is d6 (or 2d6 I don't care) with only a 6 (or 10 etc.) bringing stat decreases or niggles into play. The next aging roll is +1 or something which increases the chance that a more severe result will occur.

I personally would like to see some negative skills to give aging a bit more variety. It would be cool to see bonehead as an aging result. A few too many blows to the skull and the guy gets confused sometimes.

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Post by GalakStarscraper »

roysorlie wrote:I started reading the thread, but had dificulties finding the suggestions.
Okay this part I can solve:

Experience Points: The post-game MVP's and aging system from the Bloodbowl Living Rulebook 1.3 are not being used for this league. Instead, players will gain experience for the match and aging is handled through this system instead.
An experience point is worth 1 spp, and the number of experience points a player has gained should be tracked on the team's roster in the column which previously recorded MVPs. After every match which the player participates (a participating player is any who COULD have played at any point in the match) rolls a d6. If the result of the roll is greater than the number of experience points the player currently has, then the player gains 1 experience point. A roll of '1' always fails and a roll of '6' always succeeds.
When a player has gained 6 or more experience points, he is subject to aging. Anytime a player with 6 or more experience points rolls a '1' on his experience point roll after the game, he might have lost a step and must roll 2d6 on the following table to see the effect.

Code: Select all

Roll Effect 
2 ST -1 and Miss Next Game 
3 AG -1 and Miss Next Game 
4 MA -1 and Miss Next Game 
5 AV -1 and Miss Next Game 
6 Niggle and Miss Next Game 
7 Miss Next Game 
8-12 No Effect 
Galak

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Post by Munkey »

Dakkakhan wrote:I personally would like to see some negative skills to give aging a bit more variety. It would be cool to see bonehead as an aging result. A few too many blows to the skull and the guy gets confused sometimes.
I think this is a great idea and I can understand a few BB players who might be a little punch drunk.

I think most of the ideas in the rest of this thread have already been covered in the EXP aging debate.

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Post by Dragoonkin »

The problem with checking for aging after X games is that as soon as any league hits that "X" games suddenly half the players in the league are all going to age at once, and that seems rather silly.

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Post by roysorlie »

After a bit of a wake up, I agree with many posts regaqrding my first suggestion. Everybody making the roll on a preset nr. of matches is too arbitrary. So we'll drop that one.

Then I belive that it would be best placed under some sort of between match event table.

Or My latest suggestion. Easy, simple, not a whole lot of rolls, ensures total randomizing of who might get older. The only thing to work out, is at what odds should we set the roll??

Any thought's? I'm inclined to belive a 1/36 chance will happen every third match or so.

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MV and AV as standard aging results

Post by MickeX »

Just an opinion on negative results: I'd like to see MV -1 as more of a standard aging result. Playing a team of oldies would get a nice, in-game feeling: "Oh, your playing that old human team? Well, they have a damn good passing game, but frankly - they've gotten a bit slow lately."

And, we could get less forced retirements. When your star blitzer is down to MV 4, there's just no excuse for not replacing him with a new talent.

To counter the slowing down of experienced leagues, the chances of a MV-increase could be a bit higher.

Perhaps AV -1 could be a standard too? It seems logical that an aged player gets a bit more fragile.

I definitely like the Bonehead-idea, especially if applied to the Serious Injury-rolls. It makes for a lot of personality to the teams.

Micke

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Post by Colin »

I personally like the EXP rule which is being tested in MBBL. I wouldn't be upset if this rule was to eventually replace aging as the official rule.

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Post by Dave »

I haven't tried the EXP thing but I like the looks of it

I wouldn't connect aging to the amount of games played - directly

I would like to see mor eAV and MA decreases

Sounds pretty sound to me !!!!

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Post by Dragoonkin »

The problem with AV decreases is that on a naturally-low AV team they're ten times as bad as on someone like say Dwarves.

Drop an Amazon's armour once and you may as well just retire her...she's going to die next game anyway. While a Dwarf or Orc could drop armour twice and still be in decent fighting condition...not as 'ard as before, but passable.

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Post by Dave »

I know (I play Wood elves, Norse and Halflings) but it is fluffy

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Post by Zombie »

I disagree. It makes a bigger difference for a dwarf than a wood elf for two reasons.

1. Even though for a player with AV7, -1AV means breaking armour 6 more times out of 36 and for a player with AV9, it's only 4 more times, proportionally it's a bigger impact for the dwarf as it's a 67% increase for him and only a 40% increase for the wood elf.

2. AV9 players tend to get hit more often because they get into brawls a lot more. This means more armour rolls, and more chances for the -1AV to be a factor.

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