Jural wrote:With the 4 minute turn in place, I'm not too concerned about coaches trying to optimize spp gain any more with this new system.
Yeah. With our mix of newbies and veterans, including some people who have been waiving or ignoring that rule for a decade or more, I don't really have any hope that this will be enforceable in my league. I'd be looking for some other mechanism that makes it unreliable or puts in real risk. The Tackle thing might solve that; bashier players will on average get more tackles, and skills like Tackle, Prehensile Tail and Diving Tackle will start earning SPP (or more SPP for Tackle, if not a lot more), but you won't really be able to bank on it or anything. As for the new categories, I think that it's not likely to to be the biggest issue.
I like the idea, but I guess I am wondering if some of the awards might be too complicated. A long bomb completion to a player in the end zone should yield 3SPP's by your method, but I could see someone being confused and counting it as 8.
That's likely to be the biggest issue with that option.
Also, the bookkeeping would be a bit more intense, tracking long bomb completions, confirmed kills, KO's, etc...
Yeah, I don't think more than one or two of these should be used. the questions are: 1) Are any of them good ideas? 2) Am I correct that there is a need for an additional SPP avenue for blockers? 3) For the ones that don't help blockers, are any cool/balanced enough to play around with, or should I just leave them on the cutting room floor?
But a bit of streamlining could help. All KO's and casualties could yield 2 or 3 SPP's (with your new system) and then players only would need to record one number again.
I'm against points for a KO unless they're comparatively trivial, which isn't possible with the current SPP structure (that's why I did the double-everything bit, so I could give out what amounts to half a point).
However, I'm at a loss how to track fouls and secret weapon injuries without creating a new category...
That's not hard, but it doesn't work on its own. You need some kind of new rule to keep SPP for fouls from being a problem while still using the Cas category. How about this:
1) A casualty is a casualty; foul, secret weapon, block, whatever, it's all 2 points. This works well with the Tackle Rule, in an earlier post, but the two don't need to be taken together.
2) If you're caught fouling, you aren't automatically ejected. The opposing coach rolls 1d6 and consults the Penalty Table.
1: Warning. The ref lets the fouler off with a warning. This ends the team turn.
2-5: Ejection. The ref ejects the player, ending the team turn.
6: Penalty! The ref ejects the player, ending the team turn. Additionally, the team receives a penalty for the next match! For each penalty, add +50,000gc to TV for the next match (and for spiralling expenses this match).
Alternate: If the result was a casualty, roll two d6, and take the highest roll. Or, if you prefer, roll 1d8 on a casualty, and make the penalty result 6+. Neither of those is hard to remember; the higher of 2d6 bit will yield more ejections and fewer penalties than the 1d8.
3) If you penetrate armor with a Stab check, and roll doubles on the injury roll (only), you are caught by the ref, and the opponent may roll on the Penalty Table, above.
In resurrection tourneys, none of this matters except the Stab bit, which does touch Dark Elves down. This can be compensated-for with the team, or it can be left alone. Dark Elf coaches are usually playing to show off their BB skills anyways, and Assassins aren't heavily used as-is, so I don't think that part is a big deal. One thing to watch in tournaments is that the 1/6 decrease in fouling penalties might be enough to make it attractive to foul more. I don't think it will be a big deal, though.
In leagues, it will lead to people fouling for SPP, but it won't be nearly as common as it was back in the wild days of 3rd edition, as the possibility of penalties will discourage people from running the risk except in extraordinarily tempting situations, so the standard for fouling won't drop TOO much (a little, yes, and to a limited extent that's part of the point of the exercise). It also adds in a "save" chance that a lot of people liked (replacing the old Argue the Call in some sense), but without really doing too much to play with the perceived odds.[/i]