Which version of Dirty Player?

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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After reading the post, which version do you prefer:

Option 1
23
70%
Option 2
3
9%
Option 3
3
9%
Option 4 (please post)
4
12%
 
Total votes: 33

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Darkson
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Which version of Dirty Player?

Post by Darkson »

For the next season, we're going to be using the following fouling rules:

The eye is 6, 4+, 2+, assuming you foul 3 times on the trot without your opponent doing it back. If the eye is on you at 2+, and your opponent fouls, the eye moves to 4+.

ie, it's on a track:

Me__2+__4+__6__4+__2+__opponent

If the eye is on your side of the track, the opposition are spotted on a 6.
Argiung the call will still be on a 6.

Also, we use a modified Get The Ref, where the winning side is only ever spotted on a 6, but can still be sent off.

With that in mind, which version of DP do you prefer:

Option 1: DP is +1/+1
Option 2: DP is +2/+2, but with a futher -1 to the Ref roll (so on the first foul, the DP is spotted on a 5+)
Option 3: DP is +2/+2
Option 4: Something else (please post)

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Gus
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Post by Gus »

i dunno, i think option 1 remains the most sensible, because i think the "problem" with DP is that it is too efficient, no matter whether you get expelled or not.

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Post by Cpt. Sqweky »

To be honest, our lueage just bareley re-started up again after 3+ years, so I'm not in the swing enough again to have a real opinion.
But it seems to me that a lot of the complaints against DP is the whole "+X/+X to the injury roll" so, what if they just changed the whole skill to something that didn't affect the die rolls at all. Like say:
"A Dirty Player is an especially sadistic player who enjoys playing Blood Bowl just because he gets to hurt people, and he doesn't care how he does it.
A player with the Dirty Player skill recieves Star Player Points for inflicting casualties while fouling."


I dunno. it's probably a bad idea, but what do you all think?

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Post by omnimutant »

Well something my league uses that I'm slowly seeing the value of is to keep DP at it's current state but only allow one player on any team to have it. This means you get your uber booting until the guy gets tossed from the game, then theres no more dp to worry about. I picked option 4 for this. I also like the Cpt.'s Idea above.

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Post by Dave »

is the league fouling heavy ??

with that slidescale you will ensure no one is going to keep on fouling as what happensbow (4+ doesn't get rolled far too often ;-) )

Id say keep DP as it is as long as you guys are not too fond of fouling, otherwise make it +1/+1

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Post by narkotic »

Same here.

In our 18 man league we just have two teams with one DP each (and one is a 4-Skill witch elf). Fouling was never a problem, but I'll houserule it to +1/+1 anyway before someone get funny ideas...

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Post by gken1 »

My league is a masochist foul-heavy league. We recently house-ruled DP to +1/+1 and have found that it still is effective. Numerous times the +1 is just enough to kick it over to next group or AV break. Also still see plenty of blood. My Dark elf team did 3 cas via fouls where DP was used on 2 of them. (7 fouls thrown--get the ref).

Also it makes dealing with multiple DP teams not as scary and keeps the game from becoming a game of hunt the DP.

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Post by Banelord »

Option 4:

What's about +1 to armour, +1 to injury and +1 to injury roll.

Reduzing the cas. but increasing the kills slightly compared to the variable +2. Therefor not as good but deadlier. Hey, it's Bloodbowl! :evil: :evil: :evil:

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Post by Banelord »

What we use is to bribe the ref in order to add or substract x for x0.000 Gps for each ref-roll. 1 keeps a 1 and 6 a 6.

But this house-rule can backfire ugly!

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Post by atropabelladonna »

Gus wrote:i dunno, i think option 1 remains the most sensible, because i think the "problem" with DP is that it is too efficient, no matter whether you get expelled or not.
I totally agree. With Dirty Player a general skill, its just too efficient. If you made it a trait (and I have seen people suggest this, but I don't agree with it), then maybe keep it at +2/+2.

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Post by absent1 »

with a 2+ ejection roll on foul 3 or better you might as well leave DP alone, imo, since +2/+2 will never give a 84% hurt rate it will be balanced enough. making DP +1/+1 in this case would be the standard vaultlike double nerf (overnerf) that happens all the time, imo of course.

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Post by Alesdair »

Just wondering aloud if DP would be sufficently reduced, but not 'overnerfed' if it was +2/+1, ie +2 to armour or +1 to Injury.

It just occured to me that many thought +2/+2 was too good, but +1/+1 not good enough, but we were all stuck on the same mod for armour and injury...

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Post by Vero »

+whatever/+1 is good as everybody used it with effective av 5- anyway.

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Post by absent1 »

+2/+1 is a good solution, but it's kinda an exception.

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Post by gken1 »

agree with Absent that it is a double nerf. And it would still be worth it to throw the 3rd foul if you haven't been caught yet at +2, but overkill at +1.

stick to DP+1/+1 and you should be fine and not need your crazy eye chart.

keep your GtR though :wink:

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