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Double six - He's dead!

Posted: Sat Dec 10, 2005 2:10 am
by laffin-loon
Hi there people.

Do you remember those moments when you passed armour, rolled the two injury dice and you saw one come down a six, the other still spinning, you'd cry, "He's...," and then, "....Dead!" as the other come down a six too!

For me, it was one of the two best experiences in Bloodbowl!

The other, of course, was winning with my Gobling team. :D

Somehow, the experience was far better than rolling another dice afterwards and getting a 6. It put a real tension onto the injury roll and that sight of the first six provoked a real thrill or fear depending whether you were rolling or receiving.

So I don't.... (roll another dice - normally)

This is my house rule and It does not change the game!

When you roll the two dice for injury. Use the following...

An Unmodified roll of a double six is an automatic DEATH.
An Unmodified total of eleven is an automatic Serious Injury. You then need to roll on the SI chart to find out what it is.
An Unmodified total of ten is an automatic Badly Hurt.
If it is a Modified result that enters the "injury zone" (i.e originally a 9, 8 or even a stunty 7) then another D6 has to be rolled to detemine whether it is Death, SI or BH as per normal table.
KO'd and Stunned are normal.

This does not affect the probablities of the game in any way!

It really does bring back the joy of rolling a double six (especially without then finding out it's a badly hurt instead)!

Try it, even if you never played 3rd. You'll like it.

No you won't. You'll love it! :D

Happy gaming
Laffin

P.S This will even work on the vault rules. You just have to roll a D16 for serious injuries and apply it to the 41-58 section of the injury table. For the Nurgle's rotters (1.10) just roll an extra D68; assuming the player wasn't already killed by that DOUBLE SIX!!!!!!! Hehehehe

Posted: Mon Dec 12, 2005 1:11 pm
by David Bergkvist
Just use the vault rules but house-rule that you roll D66 on the casualty table instead of D68 (yes, this changes the probabilities, but not significantly).

Posted: Mon Dec 12, 2005 6:49 pm
by laffin-loon
David Bergkvist wrote:Just use the vault rules but house-rule that you roll D66 on the casualty table instead of D68 (yes, this changes the probabilities, but not significantly).
Sorry, I don't get what you mean or what it is in relation to. I feel that you missed the point of my post. Thanks for the bump though 8)

This is really only about being able to get a direct death result from the initial injury roll. The bit about the vault was just to show that it is easily transferable for the next generation of rules.

Posted: Tue Dec 13, 2005 6:44 am
by arctic.gnome
I liked it when there were only two dice, but it sounds a bit acward to only roll an extra if it is a modified casualty. I’d recommend just rolling a differently coloured third die at the same time as the first two.

By the way, what are the factors that can modify the injury roll?

Posted: Tue Dec 13, 2005 6:54 pm
by laffin-loon
The thing is that most of the time these rolls are umodified anyway so you really don't need to go to the extra dice - the possible modifiers in 4th would be mighty blow, razor sharp fangs, dirty player and stunty, I think. Even with the modifiers you'd need to roll a nine or eight to go on to the extra D6. It really doesn't happen that often.

I believe that the extra dice roll was put in because the probability of a player dying could become alot greater than a badly hurt when you stacked mighty blow on dirty player (and especially with RSF on top) in 3rd edition (total 12+ is alot easier than total 10); so they needed a way of keeping it balanced. That's why we lost the Double 6 death roll.

This is just my way of getting back that good old straight forward roll without the probability bias of modifiers towards death.

Posted: Tue Dec 13, 2005 7:17 pm
by arctic.gnome
So your system is to use the old table, and say that players with mighty blow et al. use a 'special' table. I like it.

Posted: Tue Dec 13, 2005 11:25 pm
by laffin-loon
arctic.gnome wrote:So your system is to use the old table, and say that players with mighty blow et al. use a 'special' table. I like it.
That sums it up better than my original post yes. Thanks for that and the thumbs up. I like it too :D

The new players in my league pick it up in seconds by the way. It's not as complicated as I made it sound....

Posted: Wed Dec 14, 2005 10:19 am
by Tritex
It certainly has probabilities - must look into this more! :lol: :evil: :wink:

Posted: Wed Dec 14, 2005 11:50 am
by MadLordAnarchy
Disagree on the tension thing. My league sees a lot of tension on that last d6. The build-up of tension on the current system works perfectly for me. I prefer it to the 6,6 result as those are much more likely to be nearly simultaneous so there isn't a chance for the high tension to be generated.

Posted: Wed Dec 14, 2005 2:51 pm
by gken1
MadLordAnarchy wrote:Disagree on the tension thing. My league sees a lot of tension on that last d6. The build-up of tension on the current system works perfectly for me. I prefer it to the 6,6 result as those are much more likely to be nearly simultaneous so there isn't a chance for the high tension to be generated.
feel the same way about the tension........pulling out the d6 for the injury roll is high tension. One guy in my league always wants his opponent to just roll it quick to rip the band aid off :)

Posted: Wed Dec 14, 2005 8:27 pm
by laffin-loon
I suppose it comes down to what you're used to. The roll that leads to death is always going to be tense.

I just think that double sixes are special and are more worthy of it I suppose.