Possible BB2k1 Fouling changes

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martynq
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Post by martynq »

Please excuse my ignorance here, but as I said in other messages, I'm to used to a league where we never really bothered with fouling. I guess I'm a little confused why anyone would want to beef up fouling, since it seems a bit of a dull part of the game to use much. To me, the fun parts of the game are (i) scoring, and (ii) developing a team. Fouling doesn't really help to much in either, though it does help prevent your opponent develop his team. Do you really want to annoy your friend by killing his star player that he's spent ages developing?

OK, having said all that, I guess what I'm asking is can anyone tell me why we want to bring fouling back to the forefront? (Indeed, I actually preferred the "4th edition" review of fouling, where with the eye it was a 5/6 chance of being sent off.)

Martyn

P.S. This message probably won't go down well. I'm willing to believe that fouling was overused in some leagues, but in our league we had a lot of fun without ever needing to foul. :)

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Post by mrinprophet »

Go ahead and call me a Nancy Boy, but I kinda like the idea of throwing a soft foul. By that I mean where the most damage that can be inflicted is badly hurt. That sort of eases the pain of a foul when playing against friends. Still accomplishes the goal of removing the player from the game, but doesn't have lasting effects. I think this would be more useful in a "friendly" tabletop league, as opposed to PBEM. Thoughts?

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Post by Acerak »

OK, having said all that, I guess what I'm asking is can anyone tell me why we want to bring fouling back to the forefront?

Nobody's suggesting that fouling go back to the front-line strategy. But it's definitely much weaker than it was in 3E. And like the 4E rules, I think it had a good grain in there, but the restrictions need to be a little finer.

Hey, nothing would prevent your league from being rather foul-free! You guys don't like to foul, so...don't! The proposed changes are small enough that I doubt you'd all change your mindset.

-Chet

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Post by sean newboy »

One thot i just had last nite. What about adding a +1 to the ref roll for all previous fouls after the second one, the more u foul the more the ref is watching u, regardless of where the eye is. First foul is caught on a 6, second one on 4+, 3rd on either a 5+ or 3+ depending on if your opponent took a foul. Its harsh but definately would keep people from abusing fouls and going foul crazy.

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Fouling should be a losing proposition

Post by Pink Horror »

Chet, you say you want to base the chance to be sent off on the chance for the foul to succeed? Why don't you make the ref roll +1 per assist (offensive or defensive), as I suggested in a different thread? I'd also get rid of the eye completely with this rule, for simplification and because I don't think it makes sense for the ref to get better at catching fouls after he misses other fouls.

The assist rule would have all of the following effects:

* Teams wouldn't need dirty players to make the tactical choices Chet wants.

* Dirty players can be caught less when making an equally strong foul as a non-dirty-player, because they'd have less assists on those fouls.

* Defensive assists would be better deterrants.

* Those really nasty fouls with several assists are almost sure to result in ejections, while a lone boot from an elf will rarely result in an ejection.

* The chance to be caught would be based on the most common-sense factor I can think of - the size of the fouling crowd.

* Your opponent can't just hold a counter to stop your fouls. He has to stop your fouls with an on-field threat.

I think, with Acerak/Chet's proposed change, fouling will be a little too good. Under the current rules, I foul almost every turn, with as many assists as I can get. It's the assists that make fouls dangerous. When you force coaches to either risk an almost sure ejection or take a lesser foul, you're adding a tough decision to the game - the right kind of decision to add. When the decision is only +1 to be caught against +2 to injure, it's not really much of a decision at all.




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Post by GalakStarscraper »

PH,

I could see the point you are trying to make and I'll add it as an option ... however, I really think it should be +1 per an offensive assist (not +1 per and offensive and defensive assist) ... the defensive assists are already a negative and if you are keeping it real, a crowd of mixed players is going to look just like a normal pile up in Blood Bowl on the LOS.

So said that way you'd get this simple rule:

Get rid of the Eye ... all fouling has a referee roll of 6+ to get caught with the D6 roll getting +1 per an offensive assist.

The last thing I would like to suggest is that if you went this way that Dirty Player act like Guard for fouling assists since extra assists come with a penalty which would offset it.

Now the only problem is that I do see Chet's point as well that this system makes it much more difficult for a Wood Elf team to remove a Star Orc Blitzer than for the Orcs to remove the Star Wardancer which is not the case currently .... the only way I see this working to maintain any type of balance is to say that all fouls are against say AV 8 ... but at that point aren't you really altering the rules?

I'm not decided on this one and as several have stated the new fouling rules appear to be working ... so this might really be a case of not broke don't fix it also.

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Removing Stars

Post by Pink Horror »

In the case of removing a star, I don't think the ref roll matters. I'd gladly take a certain chance at an ejection for a decent stab at removing a real nuisance of a player. The orc team, if they are really trying to get rid of a wardancer, will probably throw 4 assists at him. The elf team, after 4 assists, gets assists for free because of the 1 & 6 rule.

I think the net result of my rule will help elfs or skaven out. As an orc/fimir coach in your league, I try to get 3 or more assists on every foul, and I foul often. I don't have any dirty players yet, so with Chet's change I'll be facing 5+ rolls at worst. With my change, I'll either have to accept 3+ rolls or change my style. The team I'm playing against, which usually can't muster the manpower to get a good number of assists anyway, will benefit from my rule because I won't be as effective at fouling. Also, nothing will hold them back from putting the boot in on me when they can, since there will be no eye advantage to lose.



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Post by Acerak »

One thot i just had last nite. What about adding a +1 to the ref roll for all previous fouls after the second one, the more u foul the more the ref is watching u, regardless of where the eye is.

The Eye already does this in a simplified form. You don't need to track the number of fouls you've thrown, you only need to know if you've fouled twice without the other team fouling back.

-C.

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Post by Acerak »

Woo! Ok, lots of stuff. In no particular order:

* I think factoring assists into the equation might be worthwhile. I agree that the ref would have an easier time noticing a bigger crowd, but I don't think +1 per offensive assist is the way to go. It destroys the risk-reward ratio, because we're talking about +1 on 2D6 versus +1 on 1D6. And I'm trying to balance the chance to foul a player out for the match with the chance to lose the fouler to a match-ending penalty. +1 to AV doesn't really factor very heavily into this.

* PH said, "I don't think it makes sense for the ref to get better at catching fouls after he misses other fouls." I disagree! Watch any sporting event in which one team cheats and gets away with it, and try to find a fistful of refs that won't either (a) look for a chance to penalize that team at the next available opportunity or (b) ignore an infraction committed by the other team to "even things out." It's a sports staple. I'm not keen to lose the Eye, but I think the current effect (+2, solo factor, etc.) is too much. The Eye itself makes a coach think twice about fouling. Right now, the bonus for holding it is too big, so many coaches hold it by default. But in the old days, fouling was a no-brainer; I don't think any of us want to go back to that sort of play.

* If a coach is currently fouling every chance he gets, he's fighting a losing battle. Even if he automatically breaks AV, his odds of putting the player out of the game - even with a DP - are less than the odds that he'll remove his own player via penalty if the ref is watching him. PH, if you're fouling under the Eye all the time without a DP, you might be getting away with it - kudos to you - but that doesn't mean it's a good tactical choice on your part. It just means you're getting lucky if you're taking out more players than you're losing.

* PH also said: As an orc/fimir coach in your league, I try to get 3 or more assists on every foul, and I foul often. I don't have any dirty players yet, so with Chet's change I'll be facing 5+ rolls at worst. That's true! Now look at the odds to hurt the player, and you'll see that you're still losing out. You're just not losing out as badly as you are with the Eye set at 4 or better to eject a player.

* I also think Dirty Players should simply attract attention. They're so blatant that the ref can't help but watch them, and he almost can't help noticing when this player commits a foul. These players populate all sports. They have reputations, and they're often flagged at a higher rate than the rest of the playing populace.

---

I like the idea of factoring the assists into the odds of getting caught, but it's not a very simple procedure. As I've said, the +1 per assist is too much risk for too little reward, so I think that's out.

An alternative: Add +1 to the Ref Roll if the fouler uses any plusses to break AV. So this means that a crowd draws an extra bit of attention - big crowd, little crowd, it really doesn't matter. If 2 or more players team up to kick someone, the ref notices, so it's an extra +1 to the roll.

Similarly, you could keep +1 for using DP or add another +1 for using plusses on the injury roll. This means that if used with the "assists = +1" mod, the DP can "get away" with the +2 to AV if he also has help from the crowd, but he can't get away with adding extra viciousness to the foul by turning a stun to a KO or a KO to an injury.

So you might have a modification table that looks like this:

Code: Select all

Fouler uses bonuses to AV roll.......+1
Fouler uses bonuses to Injury roll...+1
Fouling team is under the Eye........+1
Still left unresolved is what to do about the automatic +1 bonus added for making a foul, because it will mean that a basic +1 foul is now caught on a roll of 5 or better. So perhaps the bonuses should say, "Fouler uses assists to break AV." But now the only problem is counting; the DP fouls, realizes he doesn't need assists, decides to use DP on the AV roll instead so he gets caught only on a 6, and now he's gona beyond a basic foul (used DP opn the AV roll) but he faces a basic foul's Ref Roll.

So maybe you change that to "uses assists or DP to break AV," but at this point, is it too terribly complicated to set up where I was before?

* Eye: +1
* DP: +1

If desired:

* Eye: +1
* DP: +1
* Assists: +1

That might be even simpler. If the assists won't break AV, of course, you simply don't declare them after rolling the foul. Same with DP. Easy enough, because either the foul has failed or it was just as effective as a skill-less, assist-less foul. And I'm concerned more with the effects than the setup.

Cheers!

-Chet

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Post by Thadrin »

Just to throw yet another idea onto the pile...this is something I came up with at work today. Feel free to rip it to shreds.
Criteria I used: KISS, make fouling worth the risk, make fouling hard a risk. Make Dirty player a worthwhile skill. Keep the eye.

Here goes:

There are two types of foul: "Blatant" and "Sneaky".
Sneaky fouls may not be assisted. An armour roll is made for the prone player with a +1 modifier.
Blatant fouls may be assisted. An armour roll is made at +3 for the prone player, +1 for each offensive assist (normal rules for assists apply. Guard may be used.)

The Eye: The ref's attention will be drawn by a sneaky foul on a roll of 4+ on a D6. the ref's attention will ALWAYS be drawn by a blatant foul.

Getting caught:
Sneaky foul - 6
Sneaky foul with the Eye - 5+
Blatant foul - 4+
Blatant foul with the Eye - 3+

Dirty players: some players have become especially adept at concealing their wrong doings. They may treat Blatant fouls as sneaky.

The Eye: The ref's attention will be drawn by a sneaky foul on a roll of 4+ on a D6. the ref's attention will ALWAYS be drawn by a blatant foul.
The coach who has the eye on him may roll d6 to see if the ref's attention wanders at the start of each of his own turns. it does so on a 6.

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Post by DoubleSkulls »

How about:

Code: Select all

Eye +1
DP or Assists +1

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Post by sean newboy »

Actually Acerak my +1 modifier per fouls was meant to be a) Cumulative and b) Permanent. In other words u perform 3 fouls (initial 1 + 2more) in the first half u now get caught in the second half with no eye on a 4+ (6 with +2 modifiers for the 2 more fouls) or on a 2+ if u have the eye.

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Post by SixFootDwarf »

Wow...complex dicussion here. I like it. Guess I'll throw in my 1/50th of a dollar.
GalakStarscraper wrote:Get rid of the Eye ... all fouling has a referee roll of 6+ to get caught with the D6 roll getting +1 per an offensive assist.
Galak
Sounds perfect to me. I respect Chet's idea and the intent behind it, but it sounds a bit complicated. Galak's idea above seems to me simple and effective. Barring an actual BBC rulechange (in which case I'd side with Chet's idea), that sounds like the way to go.

As far as Pink Horror's idea of helping out Elves and Skaven in the fouling department...bro, that's not their style. Both of those races already outskill, outspeed, and outagility the bashy teams. Fouling is what bashy teams do to make up for being outclassed. If you make the flashy teams better at fouling, or even as good, you're just gonna make that seperation even larger. Do you want a face an Elf team with 6 AG5 Leapers that can foul just as good as you? I sure don't.

As far as a ref looking harder after he "missed" a foul earlier...though it IS a weird reality, if the ref "missed" a call, how would he know?? If he saw it, he shoulda called it. If he didn't see it, then he shouldn't be looking harder at any team. As far as he knows, nothing happened, right?

If you're fouling every single turn with assists, Pink, I'd be anxious to see how you manage to score or win games. That's a lot of guys not concentrating as Blood Bowl. A speedy team will be up on you 3-0 or 4-0 before the losses start to tell on his ability. By then you're out of the game. If it's tough teams you're fouling, you're wasting your time. By the time you get 3 or 4 Orcs off the field by fouling w/ 3 assists you're either down 2 TDs or getting hurt yourself. Either way it's a bad idea.

I think what I'm trying to say is that fouling is a way to get that slight advantage you need, not a means to an end. You can't win by pure fouling. I agree with Martyn (a little) in that fouling shouldn't be brought to the forefront. It's a necessary part of the game, but Blood Bowl is about scoring and stopping teams from scoring.

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Post by Acerak »

As far as a ref looking harder after he "missed" a foul earlier...though it IS a weird reality, if the ref "missed" a call, how would he know?? If he saw it, he shoulda called it. If he didn't see it, then he shouldn't be looking harder at any team. As far as he knows, nothing happened, right?

If he misses enough of 'em, the fans have a tendency to kill him outright! I'm sure you can imagine the prelude to such a response ;)

-C.

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Post by Pink Horror »

"Galak's idea" is just my idea without defensive assists also adding to the roll.

Fouling assists are easy to get. All you have to do is knock someone down in a crowd. Usually that crowd is there for blocking, not fouling. When a team gets a 2 TD lead on me because of excessive fouling, I'll try to remember to send you a note saying you were right.



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