Mo' Money

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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Mo' Money

Post by mattgslater »

OK, I'm looking for a good way to put more money into the game without touching the SE base or threshold. This is because I have a feeling that whatever we do with the way Treasury works will reduce the amount of cash going around after 5-8 games, and also because early cash is the great equalizer. I have a few ideas, and I'd like to get a few more, and if there's some obvious reason to kill one, to do so. Later, we'll start winnowing.

1) Establish some mechanism to determine which team is the home team, and give that team +1 FAME. This adds an average of 5k/match, but also skews some games somewhat.

2) After the match, if the result was a tie, each coach rolls 1d6 for winnings and takes the higher of the two coach's rolls. If one player won and the other lost, the winner rolls 2d6 and 1d8, and picks one of the three die results, then the loser picks another result from the same roll. This adds about +17.5k to the winner's roll and about 10k to the loser's, and makes 1s pretty rare.

3) Winnings are rolled on d8, not d6. This adds a little over 10k to the winner's roll and an average of exactly 10k to the loser's.

Got more?

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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.
Rhyoth
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Re: Mo' Money

Post by Rhyoth »

My first league under LRB 5 was quite small, so we decided to add +1 to every winning rolls.
I must say it allowed us to develop our team much faster than I originally thought.

Now, this league has grown, and while several teams has reached high TV, this rule seems to partially negate Spiralling Expense.

So, since we're soon going to play it again, i am going to change the rule for something like that :

When rolling for winnings, add + 1 to your roll if your TV is under 1.X00.000 *
* this stage will be somewhere between 1.2 M and 1.5 M


PS : if this is not enough for your league, the optionnal rule of the LRB 5 (p34) is made for you.

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mattgslater
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Re: Mo' Money

Post by mattgslater »

Rhyoth wrote:My first league under LRB 5 was quite small, so we decided to add +1 to every winning rolls.
I must say it allowed us to develop our team much faster than I originally thought.

Now, this league has grown, and while several teams has reached high TV, this rule seems to partially negate Spiralling Expense.

So, since we're soon going to play it again, i am going to change the rule for something like that :

When rolling for winnings, add + 1 to your roll if your TV is under 1.X00.000 *
* this stage will be somewhere between 1.2 M and 1.5 M


PS : if this is not enough for your league, the optionnal rule of the LRB 5 (p34) is made for you.
Why not just reduce the SE threshold by one increment?

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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Re: Mo' Money

Post by plasmoid »

How about capping the minimum winnings roll based on your TV?
So, say:
TV
-99: Minimum roll 5
100-120: Minimum roll 4
120-140: Minimum roll 3
140-160: Minimum roll 2

Cheers
Martin

PS, don't know if this fits at all. Your league seems heavily house ruled, so I really have no sense of what would be balanced in your league.

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Narrow Tier BB? http://www.plasmoids.dk/bbowl/NTBB.htm
Or just visit http://www.plasmoids.dk instead
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mattgslater
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Re: Mo' Money

Post by mattgslater »

We actually don't run a lot of house rules. For every rule we actually run, we debate two or three hundred. Me and rulebooks are like a beaver and wood: I just can't stop chewing on them, or my brain will leap out of my head. Fortunately, my coaches are pretty good at picking through the vast morass of ideas I spew forth incessantly.
mattgslater wrote:What we'll have for sure next season:

* You can spend half your inducement cash on long-term inducements, each 0-1. +10k costs 50k, +1d3x10k if you win (a "side bet") costs 50k, and an extra MVP at 150k.

* There's an SPP category called the Dirty Casualty, which is what you get for a Cas off a foul, a stab, a bomb or a chainsaw. It's worth 1SPP. Even with this rule, btw, almost nobody fouls almost ever. But Assassins suck a little less hard.

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.
dines
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Re: Mo' Money

Post by dines »

Last round of our league (8-10 players) we set minimum winning to 20k. This season we decided on giving a 10k bonus winning for each player below 11 instead.

I think that too high winnings will favour the agility teams more than the bashy ones and at least in shorter leagues will disrupt the balance. But more winnings for underdogs is a good thing imo. Therefore I kinda like the idea from Matt with using inducement money for MVP or more winnings.

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