3e-feelin' TV calculations, handicaps, sequences.
Posted: Sun Mar 23, 2008 12:01 am
Objectives:
I) I want to flavor LRB5 with the 3rd ed. rulebook. My coaches want more blood and more money than LRB5, without major balance shifts.
II) A huge overhaul is inevitable, but each element must in itself feel straightforward and fun. There should be more bells and whistles than LRB5.
III) Inducements should be weakened, but teams should be able to spend some cash on in-game advantages without just dumping free money on the opponent. Big-discrepancy games shouldn't feel hopeless like they did in the 3rd ed, but no-one should ever be tempted to complain that they got killed by inducements alone.
IV) We're using Free Fan Factor (5), so FF doesn't count for TV and you can't buy it.
V) Note that most inducements have been replaced with card decks. There are two kinds of decks: Basic Decks (Bribe the Ref, Dirty Tricks, Extra Training, random Events) and Advanced Decks (Magic Items, Magic Spells, Special Staff, the Twelfth Man) are dependent on 50k coaching staff to take (Alchemist, Wizard, Manager, Mascot), are limited to 1 each, and are a little less random and slightly more powerful. In general, cards are like 100k LRB5 cards (better for Advanced Decks), but there is a little permanent stuff: not nearly as much as in 3rd edition, but some.
So...
A) TV calculation:
Total value of all players attending match (per LRB5), plus
Total value of all coaching staff, plus
Total value of all Team Re-Roll counters, plus
Treasury
(note: no FF)
B) Pre-Match Sequence
1) Roll on Weather Table
2) Work out the Gate (2d6+FF for each coach). Work out FAME -- no effect on winnings, but in-game effects as normal (I'm not playing with the kickoff table).
3) Work out TV difference: this is Handicap Fund, and is also used as Underdog Rating in the Post-Match Sequence.
4) Allocate funds for Treasury. Starting with overdog, each coach moves money from Treasury to Emergency Funds. The first 50k so spent is matched by the bank. See the thread on "Hosing Journeymen," but Emergency Funds the most cost-efficient way to buy rookie Mercs (essentially the old Freebooter rule). Remember, it's all calculated in TV already, including unspent funds (like in Death Zone).
5) Purchase Inducements, including Journeymen, one at a time, starting with overdog. Using Treasury or Handicap Fund (no mix-n-match), you may purchase any inducements listed, except as noted. See the related thread "hosing journeymen" (I'll put the link in). Note two things: a) overdogs can be forced to start short men (but underdogs can't, except inasmuch as they use all their Handicap in taking Journeymen), and b) less than 100k in Handicap Fund is usable only for Journeymen. C'est la vie, and not subject to change. Note also that Treasury (well, up to 50k) is just as good in-game as it was in 3rd ed, or maybe even better, as 50k can buy you a card (cards are 100k each, but in practice Advanced ones are 200k in inducements or 100k plus 50k in on-roster coaching staff).
6) Each coach draws a card from any deck they're allowed. One draw per deck for Advanced decks.
7) Pre-match card play.
Coin Flip.
C) Post-Match Sequence:
1) Last chance for cards n' stuff.
2) Calculate underdog bonus. Note that this is a fixed league, so huge discrepancies indicate an underdog team on the serious wrong path.
Diff <160k: nothing.
160k-300k: If Udog wins, take higher of 2d winnings, add MVP.
310k-500k: If Udog wins, take higher of 2d winnings, add MVP plus MVP of choice. If Udog loses, take higher of 2d winnings, add MVP.
510k+: Win or lose, take higher of 2d winnings and 2 MVPs. If you win, add an extra MVP of choice.
Limit one MVP per player.
3) Generate winnings:
10k per 5k gate total
10k for winner
-10k for every 30k TV
Minimum 0 at this point, then
1d6x10k.
4) Generate MVPs, make rolls, assign improvements (you can make all your rolls before making any of your assignations, but you must do all of it at the table).
5) Roll FF, as per LRB5.
7) Make Purchases.
Clean up Roster, recalculate TV.
Too much? It makes me cringe, but it's not really any more complex than LRB5.
Feel free to throw stones at this one. It's not done yet.
I) I want to flavor LRB5 with the 3rd ed. rulebook. My coaches want more blood and more money than LRB5, without major balance shifts.
II) A huge overhaul is inevitable, but each element must in itself feel straightforward and fun. There should be more bells and whistles than LRB5.
III) Inducements should be weakened, but teams should be able to spend some cash on in-game advantages without just dumping free money on the opponent. Big-discrepancy games shouldn't feel hopeless like they did in the 3rd ed, but no-one should ever be tempted to complain that they got killed by inducements alone.
IV) We're using Free Fan Factor (5), so FF doesn't count for TV and you can't buy it.
V) Note that most inducements have been replaced with card decks. There are two kinds of decks: Basic Decks (Bribe the Ref, Dirty Tricks, Extra Training, random Events) and Advanced Decks (Magic Items, Magic Spells, Special Staff, the Twelfth Man) are dependent on 50k coaching staff to take (Alchemist, Wizard, Manager, Mascot), are limited to 1 each, and are a little less random and slightly more powerful. In general, cards are like 100k LRB5 cards (better for Advanced Decks), but there is a little permanent stuff: not nearly as much as in 3rd edition, but some.
So...
A) TV calculation:
Total value of all players attending match (per LRB5), plus
Total value of all coaching staff, plus
Total value of all Team Re-Roll counters, plus
Treasury
(note: no FF)
B) Pre-Match Sequence
1) Roll on Weather Table
2) Work out the Gate (2d6+FF for each coach). Work out FAME -- no effect on winnings, but in-game effects as normal (I'm not playing with the kickoff table).
3) Work out TV difference: this is Handicap Fund, and is also used as Underdog Rating in the Post-Match Sequence.
4) Allocate funds for Treasury. Starting with overdog, each coach moves money from Treasury to Emergency Funds. The first 50k so spent is matched by the bank. See the thread on "Hosing Journeymen," but Emergency Funds the most cost-efficient way to buy rookie Mercs (essentially the old Freebooter rule). Remember, it's all calculated in TV already, including unspent funds (like in Death Zone).
5) Purchase Inducements, including Journeymen, one at a time, starting with overdog. Using Treasury or Handicap Fund (no mix-n-match), you may purchase any inducements listed, except as noted. See the related thread "hosing journeymen" (I'll put the link in). Note two things: a) overdogs can be forced to start short men (but underdogs can't, except inasmuch as they use all their Handicap in taking Journeymen), and b) less than 100k in Handicap Fund is usable only for Journeymen. C'est la vie, and not subject to change. Note also that Treasury (well, up to 50k) is just as good in-game as it was in 3rd ed, or maybe even better, as 50k can buy you a card (cards are 100k each, but in practice Advanced ones are 200k in inducements or 100k plus 50k in on-roster coaching staff).
6) Each coach draws a card from any deck they're allowed. One draw per deck for Advanced decks.
7) Pre-match card play.

C) Post-Match Sequence:
1) Last chance for cards n' stuff.
2) Calculate underdog bonus. Note that this is a fixed league, so huge discrepancies indicate an underdog team on the serious wrong path.
Diff <160k: nothing.
160k-300k: If Udog wins, take higher of 2d winnings, add MVP.
310k-500k: If Udog wins, take higher of 2d winnings, add MVP plus MVP of choice. If Udog loses, take higher of 2d winnings, add MVP.
510k+: Win or lose, take higher of 2d winnings and 2 MVPs. If you win, add an extra MVP of choice.
Limit one MVP per player.
3) Generate winnings:
10k per 5k gate total
10k for winner
-10k for every 30k TV
Minimum 0 at this point, then
1d6x10k.
4) Generate MVPs, make rolls, assign improvements (you can make all your rolls before making any of your assignations, but you must do all of it at the table).
5) Roll FF, as per LRB5.
7) Make Purchases.

Too much? It makes me cringe, but it's not really any more complex than LRB5.
Feel free to throw stones at this one. It's not done yet.