The peaking table stops players advancing too far; just as in real life you have superstars and good players who aren't going to get better.
The table also means that some players will retire, encouraging coaches to maintain a 'rolling' team development system. It also helps combat teams which rely too heavily on one or two stars and have nine Joes.
Hopefully, the peaking table will help rookie teams integrate more quickly into a bigger league, since it 'tops off' the level teams can reach, and more importantly, maintain. It doesn't stop you getting very tough teams, but it does encourage coaches to keep buying new players etc. In my opinion, this is very fun, since it has the dual effect of making leagues more fun for Rookies (since they will quickly catch up with bigger name opposition) and also importantly makes leagues more fun for Veteran coaches (because they have to maintain a tough team, and can't just rely on the same old players forever.) It's not too tough on old coaches - I think you ought to be rewarded for having coached your teams to the heights, but it introduces an very basic element of management into the game.
Now, less waffling from me and more action!
I'd really appreciate some feedback.
Peaking rolls are taken in addition to Aging rolls:
For every player who gains a skill upgrade, roll 2D6 and consult the following table
<2-7: No effect; the player is still in the prime of his career
8-10: The player 'peaks', and is a good as he is going to get. He may no longer gain any skills from SPPs, for any reason, and as a result, may never progress. Note that you should still note down SPPs he receives, as he may swallow MVP awards, and still suffers from aging.
11->12: The player decides to pack up his armour and settle down with a nice cottage in the country/hut in the wasteland/Patch in the mud. The player retires, and is deleted from the team roster. He may be used as an assistant coach for free.
The following modifiers apply:
First skill/upgrade from SPPs: -4
Second skill/upgrade from SPPs: -2
Third skill/upgrade from SPPs: -1
Fourth and Subsequent skills/upgrades from SPPs: +/-0
Player has Niggling Injury: +1 for each niggling injury.
This stops teams from getting better and better. In addition, if you maintain the same teams from one year to the next, all players with three or more skills/upgrades retire, as 11-12 above on a D6 roll of 3+ (no modifiers)
Well, that's it. Any constructive comments will be appreciated. (Any flames will be laughed at - Ha ha!
