simple kicking rules (based on 2nd ed)

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DaImp
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simple kicking rules (based on 2nd ed)

Post by DaImp »

I was re-reading my 2ed BB Companion book this afternoon and came across the kicking rules. They struck me as very simple and easy to use, so I have decided to try and convert them to the current BB rule set. Note that these rules are not compatible with the field goal concept but are rules for kicking in open play.

Kicking:
Any player with the ball can kick the ball 4 to 20 squares as the last action in a team turn. A kick automatically results in a turn over. The ball can be kicked to any square on the pitch that is within range.
To work out if the kick was accurate, make a standard agility roll, minus 1 for every tackle tone the kicker is in, minus 1 if the range is between 11-20 squares. Any roll that results in a 1 or less after modifications is a fumbled kick and will scatter from the kickers square. An accurate kick will scatter 3 times before landing. An inaccurate kick will scatter as per the kick-off (scatter plus 1d6 distance).
Should the ball land in a square occupied by a player, he may attempt to catch the ball. Catching the ball is an agility roll minus 1 per tackle zone the catcher is in (note no plus 1 for an accurate kick).
A kick can not be intercepted.
The kick skill will allow the kicker to reroll a failed kick.

Thats it.
Let me know what you think. I have deliberately not tried to make kicking rules that work with field goals as I don't feel they are a part of Blood Bowl (too sophisticated!) but I feel that simple kicking rules are needed, as you can be sure that BB players would try any method to get the ball deep into the oppositions half.

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Post by Colin »

Actually, I like it! Very simple and straight foward. It would be simple to make field goal rules, just use same but with added rule that FG can only be attempted on opponants side of half. After scattering ball to find out where final square will be, use a straight edge from middle of kickers square to ball's square, if passes through middle three squares of end zone, then it is a FG. I think these kicking rules are simpler to use (and therefore better IMO) than the proposed experimental rules that have been published.

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Post by Marcus »

Actually this is why I like being able to pass to an empty square. Just call it a punt away.

Marcus

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Post by Oderus Orungus »

Sorta makes hailmary an almost useless skill selection

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Post by McDeth »

Yeah i like it but 20 squares is a hell of a range

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Post by Furelli »

13 or 14 squares would be much better, with the increased range thingy being at 8+ or 9+.

I do like these as a simplified ruling for kicks.

Furelli :D

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Post by DoubleSkulls »

Furelli wrote:13 or 14 squares would be much better, with the increased range thingy being at 8+ or 9+.

I do like these as a simplified ruling for kicks.

Furelli :D
So something like a long bomb to an empty square?

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Post by DaImp »

I agree that 20 squares is probably too long. A range of 14 squares with the long range penalty being at 8+ is better.

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Kicking Range

Post by Relborn »

or make the range dependent to the Strength of the player ...
like 12 squares + STR value

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Post by Longshot »

square + STR or something like that seems cool

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Post by Relborn »

2d6 would be okay for the people who like a bit mor chaos in their kicking .... but keep in mind, that inaccurate kicks automatically scatte and may land wide or short ...

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Post by voyagers_uk »

I much prefer this simple approach to having more new skills and ranges etc.

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kicking

Post by Relborn »

voyager: and whyt would that simple approach be ? Sorry for not being able to follow you ...

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Post by voyagers_uk »

less shanking, more flexibility and less new skills to learn and explain to others.

I didn't like the 3 rolls to actually make a kick

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Post by McDeth »

i dont think Strength should dictate how far the ball can be kicked.

IMO i think it should be the same for all, or agility if having to choose one

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