simple kicking rules (based on 2nd ed)
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- GalakStarscraper
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Sorry if I rain on the parade by saying that I like the current experimental kicking rules. .... as for 3 rolls ... please voyagers ... a lot knockdown of a player is 3 rolls (AV, Injury, Casualty or Thick Skull) and that doesn't include the block roll that starts it all.
The kicking rules are good and balanced ... if you want to Punt ... take Hail Mary Pass on doubles.
Galak
The kicking rules are good and balanced ... if you want to Punt ... take Hail Mary Pass on doubles.
Galak
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- Da Cynic
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apples and oranges to compare a ball related action to a smackin' IMO
you could have added the Apo roll if you wanted to make it more.
I know Chets idea was to stop it being a pass and therefore designed a new mechanic, but I thought you could just always declare it a turnover anyway so it isn't really a pass action. always declare it inaccurate and have a hefty "to catch" penalty if you want to remove that chance.
I just like the K.I.S.S. stance that this has.
it wouldn't be a discussion if I couldn't say I liked it even if you don't
you could have added the Apo roll if you wanted to make it more.
I know Chets idea was to stop it being a pass and therefore designed a new mechanic, but I thought you could just always declare it a turnover anyway so it isn't really a pass action. always declare it inaccurate and have a hefty "to catch" penalty if you want to remove that chance.
I just like the K.I.S.S. stance that this has.
it wouldn't be a discussion if I couldn't say I liked it even if you don't

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- GalakStarscraper
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- GalakStarscraper
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Oh and voyagers ... sorry ... didn't mean to imply that my opinion on this is worth more at all.
I just didn't believe that the argument about the 3 dice rolls being a little much had too much weight to me.
I think the combination of the 3 rolls is really necessary to mimic the kick and keep it from being too powerful. Sorry, its no secret I like the rules.
Galak
I just didn't believe that the argument about the 3 dice rolls being a little much had too much weight to me.
I think the combination of the 3 rolls is really necessary to mimic the kick and keep it from being too powerful. Sorry, its no secret I like the rules.
Galak
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- wesleytj
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Not to be a spoiled sport or anything but I'd bet willing to bet my best Witch Elf that if they ever bring official kicking into the game it's going to be Chet's rules or something very close to them, because that version made it to print, and because it had a relatively strong showing among those who tried it out. So arguing about a new set is pretty nigh pointless.
But it doesn't matter to me one way or the other, I'd prefer to see kicking left as an experimental house rule only thing, no matter what the rules for them are. Just thought I'd bring a little realism in here.
But it doesn't matter to me one way or the other, I'd prefer to see kicking left as an experimental house rule only thing, no matter what the rules for them are. Just thought I'd bring a little realism in here.
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Just to throw in my opinion that ST would certainly be better to dictate the distance. Agility helps already in the ag roll, why should it help with the distance? Makes more sense, IMO that a BoB could kick the ball farther than an elf lineman, if he'd hit the ball.
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[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
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- The Voice of Reason
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What? How many NFL guards or centers do you see punting the ball????Mestari wrote:Just to throw in my opinion that ST would certainly be better to dictate the distance. Agility helps already in the ag roll, why should it help with the distance? Makes more sense, IMO that a BoB could kick the ball farther than an elf lineman, if he'd hit the ball.
Horses for courses!

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- wesleytj
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nah to be honest it should be all about leg length...that whole pendulum motion thing...some sort of newtonian physics I'm sure with momentum and inertia and some such nonsense...
so I guess the fast guys have the longest legs generally, plus think about a dwarf trying to kick the ball...don't matter how strong he is, it ain't gonna work too good.
so it's gotta be based on movement.
however, see my earlier post about all this not amounting to a hill of beanie babies.
so I guess the fast guys have the longest legs generally, plus think about a dwarf trying to kick the ball...don't matter how strong he is, it ain't gonna work too good.

so it's gotta be based on movement.
however, see my earlier post about all this not amounting to a hill of beanie babies.
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NFL aside, look at the situation currently:Deathwing wrote: What? How many NFL guards or centers do you see punting the ball????
Horses for courses!
ST teams:
Slow - hard to get to a good position to kick
inagile - Hard to make a good kick
inagile - Can't kick too far
AG teams
Fast - Easy to get into kicking position
agile - Easy to complete a kick
agile - can kick far
AG teams are better in all three aspects. I think it'd be fair to change the kicking distance to favour ST teams.
And wesleytj:
The kicking rules are still experimental so I think it's a good thing that we discuss them and throw in new suggestions. If we manage to come up with something real good, BBRC is bound to notice. It's better to invent a better idea now than after the rules have become official.
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[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
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- DaImp
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How about this modification to the rule:
Kicking distance = 1d6 + strength (for a short kick - no range penalty)
2d6 + strength (for a long kick - minus 1 range penalty)
What this does is make kicking an even more desperate ploy as you never know quite where it will land. This will also make kicking more removed from the HMP skill. Plus it gives strength teams a little boost over agility teams and makes the rules a bit more balanced.
For me kicking should be a last ditch effort to get the ball up the field, with the chances of it being caught fairly slim. I don't see many agility teams kicking the ball, but the strength teams may have more cause to use it. To make things a little more interesting, you could alter the throwing rules so that you are no longer allowed to throw to an empty square. Thus the only way to "dump off" the ball would be to kick it. Thats just a side thought though, I have not thought it through at all
Kicking distance = 1d6 + strength (for a short kick - no range penalty)
2d6 + strength (for a long kick - minus 1 range penalty)
What this does is make kicking an even more desperate ploy as you never know quite where it will land. This will also make kicking more removed from the HMP skill. Plus it gives strength teams a little boost over agility teams and makes the rules a bit more balanced.
For me kicking should be a last ditch effort to get the ball up the field, with the chances of it being caught fairly slim. I don't see many agility teams kicking the ball, but the strength teams may have more cause to use it. To make things a little more interesting, you could alter the throwing rules so that you are no longer allowed to throw to an empty square. Thus the only way to "dump off" the ball would be to kick it. Thats just a side thought though, I have not thought it through at all

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