Fixed League Inducements

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

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mattgslater
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Post by mattgslater »

The "need" comes not from a practical necessity, but from a bunch of f***ing whiners who won't buy "5th-edition brand" football. So I have to repackage.

I also really want to shift the focus of Inducements to the longer term, much like they did in Necromunda, and to a lesser extent in the 3rd edition, with money cards and bonus MVPs.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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mattgslater
King of Comedy
Posts: 7758
Joined: Thu Dec 15, 2005 5:18 pm
Location: Far to the west, across the great desert, in the fabled Land of Comedy

Post by mattgslater »

Ok, so reading what I've read, here's what I'm thinking:

1) No Journeymen.

2) TV: TV = Total value of rostered players and staff eligible to attend plus TRR plus Treasury. Free FF rules, so FF doesn't count.

3) Money spent from Treasury is not matched for Handicap, as it's already included in TV (you pay for it whether you use it or save it).

4) Inducements:
A) Bribes, Babes, Re-Rolls: as normal.
B) Cards: If you spend 50,000 GC on cards from Treasury, you receive a matching 50,000 GC to spend on cards (the same card or a different one). You may only do this once.
C) Wandering Apoth: Limit one.
D) Star Players: Limit one. Note: "Options" rules allow some stars to be listed on roster, usu. at reduced price, in lieu of a big guy or one or two positionals; this would be in addition to that Star Player, if such a player is taken. Star Players may not use Team Re-Roll Counters. If you spend half a Star Player's value in Treasury, you may hire him outright as long as you spent at least 50,000 GC to do so.
E) Mercs: Double TVA. You may fill your Option this way, and in so doing take a second Star, but note that he'll probably cost more and not all stars are available as Options. There are three special rules. Mercs may not use Team Re-Roll Counters.
i) If you take a Mercenary who is not a Star, you may buy a single regular skill for him, at double TVA (40k).
ii) Mercs love money, and the League is often slow with its inducement cash. If you pay at least half the Merc's TVA in Treasury, you need pay only the player's total TVA, rather than double, between Treasury and handicap. Money must be spend in increments of 10,000 GC.
iii) If all else fails, you can pick up suckers off the street. If you field 11 players or fewer (all told), you need only pay half price for any 0-12 or 0-16 players, but if you do, such players may not have a skill. You may combine this with ii, above to pick up a Merc lineman for half price, if you use Treasury.
F) MVP: 100k. Limit one.
G) 10k Winnings: 100k. No limit.
H) Side Bet: 100k. If you win, take sum of both dice in Winnings. Limit one.

5) No more Loner. Instead, teams will have tempting options in lieu of either the big guy, or of 0-1 or 0-2 positions. If I understand right, the reason for Loner on the big guys is that if they're not underpowered they're overpowered (perfectly valid), and these Options are an alternative way to address it. More of a free-market solution.

6) Better Apoth, softer Cas table, more SPP opportunities vis-a-vis injury, more money (essentially mimicking 3rd edition without the $ cards). More money is good for losing teams: rule 2 penalizes winning teams somewhat, by forcing them to decide between maintaining a cash reserve and keeping a low TV, while strugglers will always be low on cash but won't get manhandled 3E-style.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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