Skill justification
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- rolo
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Re: Skill justification
Also, an accurate pass to a square next to your catcher is caught on a 2+!
"The player may add 1 to any catch roll from an accurate pass targeted to his own square"
and
"... the player can ttempt to catch any pass, kick off, or crowd throw-in, but not bouncing ball, that would land in an empty square in one of his tackle zones as if it had landed in his own square ..."
So if throwing to the square behind your catcher is one range category less, it's like a hidden bonus to the pass as well
If you're looking to make your AG3 passing game more reliable, this is exactly the skill you want.
"The player may add 1 to any catch roll from an accurate pass targeted to his own square"
and
"... the player can ttempt to catch any pass, kick off, or crowd throw-in, but not bouncing ball, that would land in an empty square in one of his tackle zones as if it had landed in his own square ..."
So if throwing to the square behind your catcher is one range category less, it's like a hidden bonus to the pass as well
If you're looking to make your AG3 passing game more reliable, this is exactly the skill you want.
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"It's 2+ and I have a reroll. Chill out. I've got this!"
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Re: Skill justification
Eh yea, somehow i was thinking of slann and skaven catchers who dont have catch.
So while diving catch does not automaticly give catch, most catchers will have catch as a starting skill, or can aquire it..
Its a good combo.
I was always disappointed thT diving catch does not give a bonus by a handoff, otherwise i would be tempted to take it.
So while diving catch does not automaticly give catch, most catchers will have catch as a starting skill, or can aquire it..
Its a good combo.
I was always disappointed thT diving catch does not give a bonus by a handoff, otherwise i would be tempted to take it.
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- Darkson
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Re: Skill justification
Incorrect - it you pass to the square behind the catcher it's a 3+ as you haven't targeted their square.rolo wrote:Also, an accurate pass to a square next to your catcher is caught on a 2+!
"The player may add 1 to any catch roll from an accurate pass targeted to his own square"
and
"... the player can ttempt to catch any pass, kick off, or crowd throw-in, but not bouncing ball, that would land in an empty square in one of his tackle zones as if it had landed in his own square ..."
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- rolo
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Re: Skill justification
Ah, "Targeted" vs "Landed", I stand corrected.
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Re: Skill justification
Darkson, assuming AG3 on the catcher, its a 4+ right?
2+ if accurate with diving catch and targeted at the catcher.
4+ anything else.
If you throw to an empty field next to a catcher with DC, it is not accurate right?
2+ if accurate with diving catch and targeted at the catcher.
4+ anything else.
If you throw to an empty field next to a catcher with DC, it is not accurate right?
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- rolo
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Re: Skill justification
Pretty sure it's an accurate pass as long as the thrower succeeded on the Pass roll. Even if it's to an empty square. But I was wrong before so let's seesirsebstar wrote:If you throw to an empty field next to a catcher with DC, it is not accurate right?
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- Darkson
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Re: Skill justification
Rolo is correct on this one.
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- Jip
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Re: Skill justification
Sneaky Git and Dirty Player; if I fouling an AV8 piece, roll double four (thus not breaking the armour), but add one for Dirty Player (meaning I break armour), do I get sent off?
"During a Foul action, a player with this skill is not sent off by the referee for rolling doubles on the armour roll if this didn't break the opponents armour."
The roll didn't break the armour, the Dirty Player did...?
"During a Foul action, a player with this skill is not sent off by the referee for rolling doubles on the armour roll if this didn't break the opponents armour."
The roll didn't break the armour, the Dirty Player did...?
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- lunchmoney
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Re: Skill justification
You would get sent off as Dirty Player added to the roll.Jip wrote:Sneaky Git and Dirty Player; if I fouling an AV8 piece, roll double four (thus not breaking the armour), but add one for Dirty Player (meaning I break armour), do I get sent off?
"During a Foul action, a player with this skill is not sent off by the referee for rolling doubles on the armour roll if this didn't break the opponents armour."
The roll didn't break the armour, the Dirty Player did...?
It is times like that when one is reminded that those skills are optional. If you chose to not use Dirty Player you do not break armour and do not get sent off. This is considered a good idea; you mostly want DP on the injury roll as you don't want to get sent off for a stun.
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TOs! You do not need multiple copies of rosters. It's a waste of paper.
Bribe level: good coffee.
#FlingNation find me on page 95
- rolo
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Re: Skill justification
Nice try
Sorry, he's out.
Sorry, he's out.
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"It's 2+ and I have a reroll. Chill out. I've got this!"
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Re: Skill justification
Dirty player is not optional, just like fend
edit: i am wrong, it IS optional see 2 posts below
edit: i am wrong, it IS optional see 2 posts below
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- Jip
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Re: Skill justification
"Add 1 to any Armour roll or Injury roll made by a player with this skill when they make a Foul as part of a Foul Action. Note that you may only modify one of the dice rolls, so if you decide to use Dirty Player to modify the Armour roll, you may not modify the Injury roll as well."
Guess you couldn't get away with saying "I was saving it for the injury roll"!
Guess you couldn't get away with saying "I was saving it for the injury roll"!
Reason: ''
Aspiring to improve on mid-table mediocrity, over in the SAWBBL.
Fancy an actual one-dayer? Check out The Coffee Cup.
Looking at attending your first tournament? Have a read of this.
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- lunchmoney
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Re: Skill justification
Dirty Player is optional, just like Fend.sirsebstar wrote:Dirty player is not optional, just like fend
All skills are optional, unless they explicitly state otherwise, like Frenzy.
Page 23 of the CRP states (with a highlight on point 4, the relevant point):
SKILLS
This section of the rules includes lots more skills for players to
use. The specific rules for each skill can be found on pages
63 to 68. Each entry also lists which category the skill belongs to
(i.e. Passing, General, Mutation, etc). A skill"s category affects
which players can access it, as described later on in the rules for
Blood Bowl leagues (see pages 26 and 27). Unless otherwise
stated in the skill description, the following rules apply to
all skills:
1. All bonuses/modifiers from skills can be combined.
2. Skills may be used an unlimited number of times per Action.
3. Some skills refer to pushing a player back in order to work.
These skills will work as long as you roll a result of "Pushed",
"Defender Stumbles", or "Defender Down" on the Block dice.
4. Skill use is not mandatory.
5. You can choose to use a skill that affects a dice roll after
rolling the dice (e.g., Diving Tackle does not need to be used
until after seeing the result of the Dodge roll).
6. Only Extraordinary skills work when a player is Prone or
Stunned.
7. A skill may only be taken once per player.
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TOs! You do not need multiple copies of rosters. It's a waste of paper.
Bribe level: good coffee.
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lunchmoneybb@gmail.com
TOs! You do not need multiple copies of rosters. It's a waste of paper.
Bribe level: good coffee.
#FlingNation find me on page 95
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Re: Skill justification
Yup.Jip wrote:Took advantage of Gert Bowl's skill set and ran a team with as many skills as I could fit in.
Logistically, this turned out to be a rookie error (ten different loom bands to remember, anyone?!)
Disagree strongly! Very optimal for fun imho. Take as much as you can!Jip wrote:Frenzy (this is my favourite. Not optimal for fun, but has to be the most fun Blood Bowl skill?!).
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