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LRB 3.0 on Steroids!!!

Posted: Thu Jul 01, 2004 7:42 pm
by Scipio_Publius
Well, I've seen the vault rules and at first I thought...eh just another set of rules. Some other players in our league have seen them as well and I have not gotten any positive feedback. It's likely we'll just stick with LRB 3.0 (with optional stadium rules) which is near perfect anyway.

However - if I wanted to make it "perfect" in a hypothetical sense the two issue that need to be tackled are secret weapons and handicap.

I liked the tiered handicap system but something about a 52 card deck is appealing for a league were most people don't have the cards. This does a few things. It will make the game reports more interesting by adding some randomness back. And make it more interesting for lower TR teams to play higher ones.

There were rules for secret weapons a while back but what I am looking for is a way to give them to existing players on your roster and being able to continue to advance your player. Anyone remember the shadow of a memory I have nearly forgotten? Was it in a CJ article or compendium?

Another thing I know I would definatly due is add back the "New Talent" because those players were a lot of fun. Maybe even add a few of my own like Mino's for Dark Elves (call it something else).

Just because I thought it was better I will likely return Piling on to its former glory! :lol:

Posted: Fri Jul 02, 2004 8:19 am
by noodle
Personally I like the Vault "perpetual league" rules and think they will work very well... We like cards in our league too and I'm thinking of allowing players to buy a dirty trick or magic item for 100,000 gps as an inducement ;)

Posted: Fri Jul 02, 2004 2:37 pm
by Scipio_Publius
When we restarted our league under LRB we used the cards instead of the handicap table. It was pretty recognizable at the start the handicap table was lacking something. That worked out well but I thought it was rather exclusionary. I was hoping more new players would jump in the league. So when LRB 2.0 came out and I was commish I changed it.

As I said, my view of the vault is that its just another set of the rules. Given that none of the coaches in the league has given me any positive feed back I will likely not change or change slowly but to "pump up" our league with the things I thought they would fix before they did an overhaul just seems like the right thing to do.

Would you allow them to pick exactly which dirty trick or magic they can pick as an inducement?

Posted: Fri Jul 02, 2004 2:40 pm
by noodle
No :D

You pays yer money and takes yer chance :lol:

I can afford to start with the vault rules, because we've just had a 6 month Bbowl break ;)

Posted: Fri Jul 02, 2004 2:48 pm
by Scipio_Publius
You wouldn't, off hand, happen remember the article I am thinking off about secret weapons for 3rd edition? The reason I remember is that several years ago we used them. It was pretty cool to beable to buy secret weapons for a player on your roster.

Posted: Fri Jul 02, 2004 6:44 pm
by aarrgh
there is a list of a whole buncha secret weapons/rules over on blood-bowl.net....not sure if this is the same rules you are refering to(if not -would love to see the one you are talking about, as our league may un-ban SWs) .....

Posted: Fri Jul 02, 2004 9:31 pm
by Scipio_Publius
Yep, those (to my recollection) resemble what we used. Great fun!

Posted: Fri Jul 02, 2004 11:39 pm
by Leipziger
We're currently playing a league using the Vault's Perpetual League rules and its actually working pretty well so far. The only real spanner in the works is that the apothecary can do increased damage if you are unlucky! That said, I quite like the random element of the cards.

Cheers

Leip :lol: :o :lol:

Posted: Mon Jul 05, 2004 8:47 am
by noodle
I like the new apothecary rules... Stops the old.. "hmm dead? Nah, just a dislocated head, one click and he'll be fine" situation... :o

Now doctors can do more harm than good... Haha