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Improvement Rolls
Posted: Wed Jul 25, 2007 12:31 am
by mattgslater
Lately, several people have complained that Block is overpowered, and as such, that it was difficult to get players with a variety of skills, as every player's first improvement is most often Block. Others have acknowledged this problem, but expressed concern that changing the Block skill could have severe ramifications on the game's structure and balance.
So I have a different idea. I don't want to call it a new idea, because it's an old idea.
What about making the 2nd improvement roll at 11 SPP and the third at 26, like in 3rd ed? It's been playtested heavily already, and while it isn't as natural a feeling (as is, you need one plus 5, then 10, then 15, then 20, then 25), I don't think that's important. Yeah, everybody'd still get Block first, but since that second roll comes so much earlier, there'd still be a broader variety of skills around. It does bring up the bit about "roll+MVP=2 rolls" so if a guy gets lucky he doesn't have to do anything to improve except play, but I don't think that's a big deal either.
WDYT?
Posted: Thu Jul 26, 2007 11:49 pm
by mattgslater
Hmmm... that's a pretty convincing "no." What are the comparative merits of slower progression?
Posted: Fri Jul 27, 2007 3:04 pm
by Quadrasonic
Well, for one, a high number of turnovers make for a faster and often more fun game, but at high TV, turnovers become less and less likely.
Posted: Fri Jul 27, 2007 4:49 pm
by Jural
My opinion:
The current advance rate works well, and does tend to curb casualty only players for their first 10-15 games, where they can become truly unstoppable. I like that.
Also, any issues I have with block come from the proliferation of block (Which is frankly the intelligent move in today's ruleset), and the resultant lack of turnovers. I don't mind that there are other skills which are not being chosen.
I can't speak for everyone, but I'm not bored with only seeing teams who have block (instead of, say, a team who builds around fend.) I just think the game would be more fun with more turnovers. And whether that would be accomplished by making block hard to use or less effective, I think it would improve the overall game.
BUT, not in this edition. Entire teams would fall out of balance, and the system the game is built on would need some serious help.
Posted: Fri Jul 27, 2007 5:57 pm
by Digger Goreman
While casualty only rates of improvement can be quite frustrating, you are correct that it may be used to keep some teams competitive and not out of control.... It also keeps your players from just being rookies "for a day".... I know... this is all a "just feels right" answer....
What I'd like to see is more steps in that SPP wasteland between 76 and 176

Posted: Sun Aug 05, 2007 10:37 pm
by omnimutant
I don't believe there is a need change the current skill system. As it is seems just fine to me.
The issue of block being the "no brainer skill" does not effect me much. If Block is always your first skill, then your missing out on the variety of other fun choices and thats not really my problem either.
Posted: Tue Aug 07, 2007 1:27 am
by stashman
Yes Block is good, but not on every player.
I like defensive Wrestle + Fend on fast players. This makes a slow team with block a bit scared of making blocks that can ruin their plans and cages.
Posted: Tue Aug 07, 2007 4:56 am
by Jural
Yeah, now that Wrestle exists Block isn't a no brainer. But since Wrestle is effectively just a slight re-wording of Block, that shouldn't be shocking!
stashman wrote:Yes Block is good, but not on every player.
I like defensive Wrestle + Fend on fast players. This makes a slow team with block a bit scared of making blocks that can ruin their plans and cages.