3 tiered handicap table

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Darkson
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3 tiered handicap table

Post by Darkson »

Seeing as I've mentioned it once or twice ( :wink: ), here's the 3-tiered handicap table we used for a season a couple of years ago. I have to be honest,and say I can't remember if this is the final version or not. I know the final version is on my old laptop, but at the moment that's dead and I can't retrieve it, so I found this is in an old email.

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3 tiered Handicap table



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Calculate the difference between the two teams’ ratings. That difference is the underdog’s Handicap Points. They may spend the points on any of the following tables at the start of the match. Each table is a D8 roll and any roll of a previous rolled handicap should be rerolled on the same table. 

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Good Karma - 10 point table: 


1 - EXTRA TRAINING: Your team has worked long and hard all week for this opponent. You may take an extra Team Re-roll to use for this match only. 
2 - INTENSIVE TRAINING: One player is really psyched for this week’s match, and has been working very hard preparing for it. Pick a player on your team. He may take one extra skill to use for this match only, just as if he had rolled a New Skill result on the Star Player Table. 
3 - SCUTT’S SCROLL OF WEATHER MAGIC: You have tricked a gullible Wizard into parting with a useful scroll. Once per game, at the start of either player’s turn, you can select a weather result – the weather will immediately change to that result and remain there until a Weather Change kick-off roll is made. 
4 - PALMED COIN: You automatically win the coin toss to start the game and for overtime if there is one (do not flip the coin). 
5 - TEAM ANTHEM: Add +3 to your Fan Factor for this game only. 
6 - EGGHEAD CONVENTION: A local inventor’s guild is sponsoring a convention in the city today. Several of the attendees are big fans of your team, and are willing to assist your team in today’s match in exchange for getting to watch the game from the sidelines. With their aid, your team will automatically win any Brilliant Coaching results on the Kick-off Table. 
7 - THAT BABE’S GOT TALENT!: Your team visits the local tavern the night before the game. One of the exotic dancers displays her, umm, ‘talents,’ and your players leave her a generous tip. She and a few friends decide to hang out with your team for the day. You automatically win any Cheering Fans results on the Kick-off Table. 
8 - WINDS OF CHANGE: Once during the game, you may change the kick-off result to a result either one above or one below it on the kick-off table. 
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Random Events and Dirty Tricks - 20 point table 


1 - MAGIC SPONGE: Your team has received a free magic sponge from the College of Wizards when they heard about this upcoming match. You may use the Magic Sponge once this game just like an Apothecary (even if your team normally doesn't have access to an apothecary). 
2 - BAD HABITS: The opposing team loses D3 re-rolls for this match only. 
3 - SMELLING SALTS: You make all rolls to move a player from the Knocked Out box to the Reserves box on a roll of 2 or better for this match. 
4 - DUH, WHERE AM I?: One player (your choice) on the opposing team has been out all night on a bender, and isn’t really ready for the game. The Really Stupid rule that applies to Trolls applies to the player for this match only. 
5 - IRON MAN: One player on your team (your choice) is determined to play hard for the whole game, no matter what the cost – in fact, he refuses to get injured! If an opposing player beats his Armour roll, he is only Stunned. 
6 - BUZZING!: One of your players (your choice) has gone heavy on the coffee in anticipation of today’s game. For this match only he gains the Jump Up trait and the Frenzy trait. 
7 - KID'S GLOVES: One player (your choice) on the opposing team has the NAF questioning his tactics on how he has been racking up those injuries. He decides to go easy this game to reduce the scrutiny on him. All injury rolls made against your team by this player from fouling or blocking will be treated as Stunned results. 
8 - EGO TRIP: One player (your choice) on the opposing team has developed a real swelled head from his success. For this match, this player must move first every turn or not move at all. 
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Desperate Measures - 40 point table 


1 - APPEARANCE FEE: The player on the opposing team with the most Star Player points has decided that he needs to be paid money to take the field against ‘those bums.’ Roll 2D6 and multiply the result by 5,000. The result is the number of gold pieces the player must receive before he will take the field. If he isn’t paid, he’ll sit in the Dugout, refusing to come out until his fee is met or the game ends! The opposing coach may choose to pay the appearance any time after the start of the match if he wishes. 
2 - I AM THE GREATEST!: The two players with the most SPPs on the opposing team refuse to be on the pitch at the same time for this match only. Only one may be set up on the field at the start of each drive. 
3 - MORLEY’S REVENGE: The opposing team’s drinks have been spiked with a powerful laxative. D3 randomly selected opposing players have drunk the spiked drink, and must roll a D6 before every kick-off. On a roll of 1-3 they are otherwise engaged and may not take part in this drive. On a roll of 4-6 they may be set up normally. 
4 - DOOM and GLOOM: Due to some cunningly planted rumours and smear campaigns, the opposing team comes into the game with some serious morale issues. Roll a D6 for each re-roll the opposing team has; for each result other than 6, the opposing team loses a re-roll for the match. 
5 - HEY, YOU!: You spot a talented (if crazy) fan in the stands, and he agrees to play for your team. The fan has MA6, ST4, AG3, AV7, and the Frenzy trait. The player leaves your team when the match ends. Note that you may add a 17th player to your team with this result. 
6 - IN THE BAG!: The opposing team is feeling cocky about their chances of winning this match. They can only field the 11 worst available players on their team, based on SPPs (in case of ties, the team with the lower TR picks which is unable to play). This restriction stops for the rest of the match as soon as your team takes the lead. 
7 - RUNNING LATE: Agents in your employ manage to delay D3 randomly selected players on the opposing team for this inconvenient match. The players must miss the first half. 
8 - DOCTOR IN THE HOUSE?: A huge apothecary convention is in town (which even attracts several Necromancers) and it turns out that a lot of them are fans of your team. For this match, your team treats all Deaths as Serious Injury-Miss Next Game; all Serious Injuries are treated as Badly Hurt, and all Badly Hurts are treated as Knocked Out. This effect is applied before you have to use your Apothecary. 
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Reason: ''
Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
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Joemanji
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Re: 3 tiered handicap table

Post by Joemanji »

Is this exactly the MBBL2 table? I haven't checked, but most of it seems the same. So based on my "playtest" experience in that league.
Darkson wrote:

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Random Events and Dirty Tricks - 20 point table

1 - MAGIC SPONGE: Your team has received a free magic sponge from the College of Wizards when they heard about this upcoming match. You may use the Magic Sponge once this game just like an Apothecary (even if your team normally doesn't have access to an apothecary). 
2 - BAD HABITS: The opposing team loses D3 re-rolls for this match only. 
1 - A 50K apothecary for a 200K TR difference? At least let it work automagically.
2 - This has been proved time and again to be unbalanced, either too good or too bad depending on your opponent's TR. Against a TR120 team with poor starting skills (e.g. any Chaos. any Elf) it basically wins you the game if you can take 2 or more re-rolls. Sometimes if you only take one. Against a high TR Dwarf team it is worthless unless you roll 3, and often even then. All the handicaps are quite situational, that is their nature. But this sticks out like a sore thumb IMO. Time and time again in the MBBL2 it has won or lost me games outright. Waaaaaaaaaaaaay more powerful than the Inducements you so depise. :wink:
Darkson wrote:

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Desperate Measures - 40 point table...
These are all pretty hit and miss. Most of the time they won't do much, but (at a guess) 1 time in 4 they will make the underdog a massive overdog. For example ... In The Bag! played by a bashy team against Dwarfs. The Dwarfs won't be able to field their Runners or maybe even their Blitzers. Kick to them and enjoy the carnage! :wink:

Hey You! is the only one that screams out as being not worthwhile. An AV7 player without Block is just fodder to most bashy teams.

Overall, these seem to favour bashy teams heavily. Those have the numbers and the low risk plays to cope with lost players or re-rolls, and Doctor In The House has no effect on their ability to win the game. However, agile teams are not going to be able to say the same thing.

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Darkson
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Post by Darkson »

Like I said, I can't be sure if it's the last version or not, so it might have been the original I pinched from the MBBL2.

If I could get the damned laptop working I could check. :(
(Can't believe I didn't email it to my other Gmail account that I use for storage. :roll: )

Oh, and on TR differences, we used a version of the PBBL TV, so MNG didn't count, and there were skill costs (though I think ours were more expensive iirc, something like 30/40/50/60).

If nothing else, losing the rulebook I editted for our league has taught me the value of regular backups! :lol:

Reason: ''
Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
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