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My Ideas for house League rules

Posted: Tue Apr 15, 2008 7:23 pm
by Samael
Hey All, I've worked up quite a few house rules trying to simulate a league starting from next to nothing and working up to the most popular league in the realms over the course of maybe about 4-5 seasons. Haven't playtested them yet (though I hope to) and was wondering what you all think of this. Questions and comments and such.

I am using LRB5 as the base. I have taken much inspiration from older published articles that didn't make it into LRB5 but i liked the concept of, if not the execution. (I started bloodbowl when it was re-released in the '90s, so I grew up about the time of LRB3 and have a fondness for it though)

There is a lot, so I'm going to break it up into pieces over the course of the next few days... anyway, here's the start, Most of it isn't changed too heavily.

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Teams & Allies

Teams Start with the standard 1 million dollars, for building a team, and a Fan Factor of 2 (They may not buy this up as I'm trying to simulate the very start of a league coming into existence). Star Players available to sign and their prices are in the LRB3 (this only applies to building the team in the first season, after this use the LRB5 lists and prices. The comissioner set up a great deal for players who sign on with this league on the ground floor, if there is someone not represented in LRB3 that is in LRB5 ask the commisioner what his price is and if he's available for a contract). (Probably going to completely re-work SP prices honestly, there's little balance between the costs in LRB3 and LRB5)

Teams may have a Fan Factor of no more than 10. Stadiums increase this number by 5 per level, to a maximum of 25 for a Super-Stadium. (Goblins may have up to a 15, and get +10 for the Not-So-Grandstand)

Teams may only sign Free Agents in the weeks falling between one major tournament ending and the next official league season Match, or during "The Crush".

No Kislev or Bretonnian Teams. Human Teams are considered Empire.

No Nurgle Teams.

No Undead Teams

No Vampire Teams.

No Treeman teams. Period. Full Stop. End of Story. If you thought playing against a Chaos team was rough, a team of treemen has been proven to decimate Chaos like they were pansy Quadripalegic Wood Elves.

Additionally, Minotaur/Beastmen teams are allowed. (0-16 Beastmen, 0-6 Minotaurs all normal stats)(Maybe)

Snotling Teams are allowed. (0-30 Snotlings, 0-6 Trolls, maximum team size 30) Special rules for Snotlings teams are as follows: The small stature of a Snotling means that once a match is underway, it is very hard for a Referee to keep tabs on just how many Snotlings are on the pitch at any one time. To represent this, at the start of every new drive the Snotling Coach may bring an extra D6-1 Snotlings onto the pitch in addition to substituting for injured players, assuming he has enough players left alive! If this takes the number of Snotlings on the pitch over 11, roll a D6. On a roll of 1 the referee has noticed the infringement and sends off D3 randomly determined Snotlings for the rest of the match. If there are still more than 11 players on the pitch you may continue with the extra players.

Necromantic teams get Vampires (with off for a bite instead of bloodlust) on their roster instead of Werewolves

Chaos has access to Daemons if they possess a Chaos Sorceror / Ritualist (Costs 50k, counts as an assistant coach) aligned to the appropriate god. A team may sign up to 2 Lesser Daemons of his god to his team, and these players can not be traded (except to other properly aligned Chaos teams), they gain SPP Rolls at the Big Guy rate, though they are not Big Guys. A Chaos team may have more than one chaos Sorceror on his team, but can not have more than one god's daemons currently active on his team. Greater Daemons count both as Big Guys and Star players, and may not be signed to contracts for more than one game at a time. It costs 300,000 Gold to enlist their help for most games. If the team owns a Grandstand this price is dropped by 50k for home games. If the team owns a Full Stadium the price is reduced by 75k for home games. This price is reduced by an additional 75k for Chaosbowl matches (and Deathbowl for Bloodthirsters). So, if a chaos team is lucky enough to have a Chaos or Deathbowl match hosted at a stadium they own, and they make it into the playoffs of those tournaments, they can get a Greater Daemon for Half Price. (All Daemons possess a Daemonic Aura (E) Trait, which dis-allows modifiers against his armor (i.e. it always takes a 7 to pierce his armor), Bloodthirsters and Bloodletters are an exception, they get the Skill Chaos Armor (M) which gives them armor of 10 (or 9 in the case of Bloodletters), but are not immune to armour modifiers). Daemons may also take Mutations on a doubles SP roll and do not age. Injuries also work differently against daemons. Any result of 51-68 banishes them back to the chaos realms, effectively ending their contract, they can be re-signed to a contract, but the price is adjusted based on any SP rolls they have gotten. Results of 11-48 are treated as normal mechanically, but from a story aspect, the magic binding the Daemon to the physical world is weakened and it takes that long to strengthen it's tie back to the realms.

Norse Ulfwerener give the stats for Werebears they possess Trait Were- (E) and cost 120,000. Werewolves are also available, on the Norse roster, and have the same stats as the Werewolves listed in the Allies section.

Only 2 Were- players may join any team.

Add Plague Monks to the Skaven Team Player List

Add Sneaky Gits to the Chaos Dwarf Team Player List.

Bat-winged Loonies, Pump Wagons, Squigs and Squig Hoppers are added to the Goblin List.

All Minotaurs, Trolls, Rat Ogres, Ogres, Snow Trolls, Treemen & Kroxigor have the Big Guy skill and are the who are referenced by the term "Big Guy"

All teams may have up to 2 "Big Guys", whether on the team roster (such as Treemen for Wood Elves) or ally list, total. This includes Star Players (The Wood Elf team could have 2 rookie treemen or a Star treeman and rookie treeman for example). Only one Big Guy Star Player is allowed per team (Goblins, Halflings and Snotlings are allowed 2). Chaos Dwarf Bull Centaurs do not count as a Big Guy. Exceptions are actual Snotling and Big Guy teams (Ogres and Minotaurs), which can have up to 6 Big Guys.

Ogre teams also have up to 8 normal Goblins on their team lists as well.

All Big Guys cost 130k to purchase

A team is allowed 1/4 of it's active members to be allies (up to 4 total at 13-16 total team roster) round up.

If a team has more than 2 allies on it's roster, team tensions increase, and 1 team re-roll is unsueable for each ally over 2 at their matches until they get back to 2 allies or fewer. Exceptions are made for Goblin and Snotling teams. Leader Re-rolls can not be lost in this way.

In between seasons, Franchise players may be traded to other teams, regardless of source of origin. If this creates an ally playing for a team not normally allowable, Further costs of 50k (in addition to trade costs) are incurred in an attempt to calm the outrage of such an action. New Rookies hired while this allied enemy is on the team also demand 10k more money to play for the team. The team also permenantly loses 1 Fan Factor (unless the purchased player has won a Major Tournament or has the trait "Fan Favourite") and 1 Team Re-roll. Goblins and Snotlings are, again, the exception, not needing to pay aby extra monies and gaining a Fan Factor Point instead, but still losing the re-roll.

All Trades have to be approved by the Comissioner, and/or League majority, before being accepted. If only to ensure "fair" trades (no 1k for a homemade Star Player trades).

Team Ally List

Order - Amazon, Dwarf, Halfling, High Elf, Human (Empire), Lizardman, Norse, Wood Elf

Destruction - Chaos, Chaos Dwarf, Dark Elf, Goblin, Khemri, Necromantic, Orc, Skaven, Minotaur, Snotling

Ogres play for any team and have no allegiance. Always counting as an Ally (except to Goblins and Snotlings)

Werewolves are available to sign for all teams and have the same stats / skills / cost as those listed on the Necromantic team list. Werewolves have no allegiance and always count as an Ally (Except for Norse teams). Pre-made Star Player Werewolves count as neutral and do not cause the permanent loss of 1 Fan Factor point and 1 Re-roll.

Werebears are available only to Order teams.

New Talent, Trades and "The Crush"

New Rookies can be hired at any time as long as they are on your teams player list.

Allies may only be hired during the Free Agent Draft sessions after a Major Tournament. These sessions take place in the week after the Tournament (Chaosbowl and Dungeonbowl) Ends and the season starts resumes again.

After a Full season ends, but Before the next Season starts, A special draft takes place called "The Crush"
After Star Players and Transfers have been signed, The Rookie Draft takes place. The selection order is determined by the Worst W-L-T record team going first progressing back to the Best W-L-T record team going last, then cycling back through until no more coaches want to participate (Draft Selections may be traded away with comissioner / league consent).
When a rookie is selected in The Crush's draft a d6: if the result is a natural 6 this player begins with 2 SP rolls and agrees to sign at the base rookie price +15k. If the Roll is a 2-5 he starts with 1 SP Roll and signs for the list price. If a 1 is rolled, this desperate player, seeing the field of true talent dwindling will agree to sign for the base rookie price -15k, He also starts with one SP roll. In addition, no more Star Rookies are available for any coach after the coach who rolled the 1. Rookies after this point will sign for 20k less than the list price, but are otherwise identical to the team roster lists.
The Crush is also the only time a Coach may purchase a non-faction Ally rookie for his team (all others require a transfer from an existing team), getting hit with the appropriate penalties in the process. These players also, always require the list price as a minimum (+15k to the result of the roll, during the crush star rookie selections).
Every round of the draft incurrs a cumulative -1 penalty, for all rolls in that round of the draft, each time the d6 is rolled (so the 4th round would see a -3 to the die rolls), a 6 is always a success however, even if the penalty is at -12, and always yields the incredible talent.
When first building a team The Crush rules are not applied. Before the start of every season after that, in the current league, they do.

Star Player Breakdown

+1 per completed pass or successful catch (including Diving)
+2 per Interception
+3 per Touch-Down
+5 per MVP
+1 per Knockout inflicted
+2 per minor Casualty inflicted ("Miss Rest of the Current Game" or "Miss Next Game" injury result)
+3 per "Niggling" or "Attribute Lowering" Injury result inflicted
+4 per Dead Injury Result inflicted
+3 per Major Tournament Playoff game they played in (or minor tournament final)
+5 per Major Tournament Final a player has participated in

Star Player Table

SPP Big Guy SPP Title SP Rolls Ageing (2d6)
0-5 0-8 Rookie 0 -
6-15 9-19 Experienced 1 -
16-30 20-38 Veteran 2 -
31-50 39-63 Emerging Star 3 3+
51-75 64-94 Rising Star 4 4+
76-125 95-156 Star Player 5 6+
126-200 157-250 Super Star 6 7+
201-300 251-374 Mega Star 7 9+
301-400 375-500 Legend 8 10+
401-500 500-625 Icon 9 11+

2d6 SP Roll Results
2-9 New Skill
10 +1 MA or AV or New Skill
11-12 +1 MA or AV or AG or STor New Skill

Any result of doubles allows a player to not only pick a "double" skill, but alternatively lose a skill or trait he no longer wants (useful in the case of Big Guys with Really Stupid. Chaosbowl "Gifts", whether positive or negative may not be bought off in this way) or off-set the effect of any one aging or Injury result (i.e. a Niggling Injury or Stat decrease). Double 5s or 6s also allows a player to take a Mutation, even if not normally allowed, if rolled during a Chaosbowl playoff game (ChaosBowl Finals allow any doubles to bestow a Mutation on any player that makes a SP roll after playing in the game).

Any Player attaining 501 (or 626 for Big Guys) SPPs Retires (or perhaps becomes a Daemon Prince in the case of Chaos) after the next game he plays (Unless he's going to the playoffs of a major tournament, then he waits until the tournament is over). He's just getting too old, and all the permanent damage has caught up to him. He Does become available for Star-Player Inducements however, for 190,000 + d6 x10,000 gold (i.e. 200k-250k), determine the cost at the time of each Inducement.

A team may contain no more than 2 pre-made, contracted, Star Players

All pre-made Star Players are considered Free Agents available for bidding wars for Tournament Seasons (50% cost for 1, 75% for 2, Full price for 3 and the Spike! All-Star Game) or One-game(20% cost) contracts if not currently on another team's roster. A tournament season is considered The time from a Free Agent Draft Period to the next Major Tournament's Final ending. Round Fractions to the nearest 1,000.

Lord Borak has not magically forgotten how to be a leader, Nor has Varag Ghoul-chewer forgotten how to be a Pro. Both stars still have the Leader Skill, and Varag also has the Pro Skill. They both keep the Loner trait, though the leader re-roll may be used on themselves without checking the Loner roll.

Leader Re-rolls may be used on Loner players without needing to check the Loner skill. Even egoists have to respect a true leader on the field.

Any Player, Cut from a team, that has earned at least 3 SP rolls becomes a free agent and gets his own Star Player Card. His base cost to hire is his value when he was cut, and if his full price is paid becomes a Franchise player until he is cut again. These players, whom have not peaked, may still gain SP rolls until they do peak (or die).

Any player that has earned 5+ SP rolls gets a star player card, even if he becomes another teams assistant coach. He only becomes a free agent when he is cut from the coaching staff however. He is also treated as a pre-made Star Player at this point, just one that hasn't peaked (unless misfortune visited him while aging).

Injuries

Armour Rolls are made as Normal
Injury Rolls are made as follows

2d6 Result

2-7 Stunned
8-9 Knocked Out
10+ Major Injury (See Table)

d68 result
11-38Miss the Remainder of the current game
41-48 Miss next Game
51-58 Niggling Injury & Miss next Game
61-63 Random Stat decrease (Roll a 2d3 2 = ST, 3 = AG, 4 = MA, 5 = AV, 6 = Coach's choice) & Miss next Game
64-68 Dead.

A Knock Out Result is treated as a half (.5) casualty for purposes of record keeping.

Ageing

As players grow older and gain experience, they learn new skills but may lose some of the vigour and toughness of their youth.To represent this, after you make a Star Player roll for a player, you must make a second 2D6 to see if they age. Roll the dice and add them together, and then refer to the chart on page 40. If you equal or beat the score shown on the Ageing column then the player avoids the effect of ageing and nothing happens. If you roll under the required score then the player has aged and another roll must be made on the Aging Results table. Apply the result of the Ageing Results roll to the player's entry on the team roster immediately. Ageing is a natural process, so results
from the Ageing table cannot be removed by an Apothecary or Regeneration, or by anything else for that matter! Ignore results that would lower a stat more than 2 points lower than it's base, or lower than 1. Also, a roll on this table resulting in doubles also causes that player to Peak, acquiring the skill by the same name, meaning he can no longer make SP Rolls, but still gets hit by age's effects.

2d6 Result
2 Gain a niggling injury
3-8 Gains a Niggling Injury
9 Decrease AV by 1
10 Decrease MA by 1
11 Decrease AG by 1
12 Decrease ST by 1

The Gate

The number of fans that attend a match is called the match’s ‘gate’. It is necessary to know the gate in order to work out each team’s FAME & winnings at the end of the game, and in any case it’s an interesting fact in its own right! In order to work out how many fans attend the match add the fan factors of the two teams taking part together, and then roll a number of dice equal to the total. Add the scores of the dice together, and then multiply the score by 1,000 – the result is the number of fans that attend the match

FAME

the FAME bonus is worked out as +1 for every full 25% more fans that show up, to a maximum of +4. So if Chaos All-Stars attracted 20,000 Fans and the Reikland Reavers attracted 38,000 fans, the Reavers would have a FAME of +3, having attracted more than 75%, but not quite 100%, more fans.

Overtime

When any game goes into overtime, each team rolls 2d6 and gains 1 additional Team re-roll for each 4-6 rolled.

Winnings

Winnings are determined by each player rolling a d6, and adding their FAME modifier
Also add a further +1:
to the player that won, or both players if the game ended in a tie
For every full 150,000 team value difference, to the team with the lower value. Reavers are worth 2 million, Caos All-Stars are worth 2.5 million, the reavers would add +2 to their winnings roll.
Multiply the resulting number by 10,000, that is each teams winnings for the match. (The winning player may re-roll his d6, but must keep the second result)

Spiraling Expenses

Spiraling Expenses begin at $2 Million Team Value, and each increment is at 100k
Stadiums apply toward Spiraling Expenses (150k for a level 1 stadium, 200k for a level 2 stadium, and 250k for a level 3 stadium) but add 50k to the expense increment, per stadium level built up (The increment on a team with a Super Stadium would be 250k)
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Posted: Tue Apr 15, 2008 8:35 pm
by coma
My biggest question is why use LRB5 at all?

Posted: Tue Apr 15, 2008 9:32 pm
by stashman
Additionally, Minotaur/Beastmen teams are allowed. (0-16 Beastmen, 0-6 Minotaurs all normal stats)

- Holy Mother of Nuffle!!! Is there any reason not to play this team!!!

Ogre teams also have up to 8 normal Goblins on their team lists as well.

- This should be play tested! Keeps ogres TV higher and less inducements and maybe better winnings %

Any Player attaining 501 (or 626 for Big Guys) SPPs Retires

- Pigs will fly when I see this.

Lord Borak has not magically forgotten how to be a leader, Nor has Varag Ghoul-chewer forgotten how to be a Pro. Both stars still have the Leader Skill, and Varag also has the Pro Skill. They both keep the Loner trait, though the leader re-roll may be used on themselves without checking the Loner roll.

- Maybe best starplayers from now in!

Posted: Tue Apr 15, 2008 9:46 pm
by Samael
My biggest question is why use LRB5 at all?

As I said, it is the base.. all queries things not addressesd by these rules use the LRB5 rules.
stashman wrote:Additionally, Minotaur/Beastmen teams are allowed. (0-16 Beastmen, 0-6 Minotaurs all normal stats)

Holy Mother of Nuffle!!! Is there any reason not to play this team!!!

You'll See Later... Changed Wild Animal too... but as i added... maybe.

Ogre teams also have up to 8 normal Goblins on their team lists as well.

- This should be play tested! Keeps ogres TV higher and less inducements and maybe better winnings %

I agree, hence the change ;)

Any Player attaining 501 (or 626 for Big Guys) SPPs Retires

- Pigs will fly when I see this.

lowered death rate, but yes, will be uite unlikey, threw it in there for the possibility though, and you'll notice i made SPPs easier to get overall, due to the high occurrence of horrible injuries when playing tams like Chaos.

Lord Borak has not magically forgotten how to be a leader, Nor has Varag Ghoul-chewer forgotten how to be a Pro. Both stars still have the Leader Skill, and Varag also has the Pro Skill. They both keep the Loner trait, though the leader re-roll may be used on themselves without checking the Loner roll.

- Maybe best starplayers from now in!
always were, other than maybe Morg. For a starting team they were essentially the captain. later on as teams develope and players have 3 or 4 more skills, they become much less good, and are still a big target for other teams to take out.