Probably just another post on negatraits...

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Thadrin
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Post by Thadrin »

Wakes up on a 4+ would solve zombie's little quibble. I much prefer the on pitch take root over something off pitch too.

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Zombie
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Post by Zombie »

Yeah, i'd like that a lot more. But i'd make it 6+, and +1 on the roll for every teammate standing next to him. That way, you'd see mobs of players on the pitch shouting at the treeman to wake him up. A pretty funny sight and it would actually make in-game tactics adjust to fluff.

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Post by Mestari »

Or what if the penalty from failing the take root roll is slightly altered:

After

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Before taking an action with a player with this characteristic that is neither prone or stunned, roll a D6. On a 2+, he is fine and may continue his action as normal. On a 1, he takes root into the pitch and loses his action for this turn. In addition, for the rest of the drive, [b]the player may not move except to stand up! He, however, retains his tackle zone and can take actions as long as no movement is included. If he had the ball, he holds on to it.[/b]
A lot funnier if you ask me. He just gets stuck and can't move! But he can still lob halflings around, block anyone foolish enough to come near and tackle those who run by!

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MistWraith
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Post by MistWraith »

How about he can only be awakend by throwing a block at him.

For each block thrown at him on a 4+ he wakes up.

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Post by Grumbledook »

um who is going to bother blocking a st6 tree that can't do anything, and then give it a chance to wake up?

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MistWraith
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Post by MistWraith »

His own team. :D

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Post by Skummy »

You can't block your own players...

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Post by BlanchPrez »

Skummy wrote:You can't block your own players...
I dont think it specifically says this in the rule book, but it would be kind of stupid. I mean, okay, yeah, you've woken up your Tree, but now it's in the KO box? No thanks.

I do like the idea of being able to wake the Tree up by having tackle zones around it. Like Zombie said, a funny picture to have three of four 'flings yelling and kicking the Tree to wake it up. :)

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Post by Grumbledook »

it does say you can't block your own players

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Post by MistWraith »

Puting your own tree in the KO box is the whole point! Very funny. :)

And, the LRB doesn't say you can not bock your own players. Just that you have no reason to.

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Post by Darkson »

LRB 2.0 wrote:Instead of moving, a player may throw a block at an
opposing player who is in an adjacent square.
Emphasise mine.

Nothing about blocking your own players.


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Post by Grumbledook »

see told you the lrb does say so

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Post by Mestari »

No opinions about this version?

Code: Select all

Before taking an action with a player with this characteristic that is neither prone or stunned, roll a D6. On a 2+, he is fine and may continue his action as normal. On a 1, he takes root into the pitch and loses his action for this turn. In addition, for the rest of the drive, the player may not move except to stand up! He, however, retains his tackle zone and can take actions as long as no movement is included. If he had the ball, he holds on to it.

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Post by Zombie »

Don't like it.

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Post by Redfang »

Grumbledook wrote:um who is going to bother blocking a st6 tree that can't do anything, and then give it a chance to wake up?
Maybe that Wild Animal that is pushed back against it and then left alone :D

R

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