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House rules: blood and treasure

Posted: Thu Dec 04, 2008 1:58 am
by mattgslater
Questions:

I: Will this do what I say I'm looking for?
II: Is anything here problematic?
III: Is it simple, clean and sensible?

Objectives:

A: More blood, more treasure, more SPP floating around.

B: Not many changes: a page or two to cover everything but big guys/options. I am using my Options rules, which I could probably dig up in this forum with a bit of threadomancy. I'll dig and post the link here. That part's a bit more complex.

C: A whiff of reminiscence of bygone rules sets: not too much, but something tangible.

Ideas: some of these are meant to be used together, others are not necessarily designed that way.

1) Re-Rolls may be used on Armor or Injury rolls, but if any result on a foul yields doubles the player may be ejected, even if the result is re-rolled.

2) Fouling: A player may "assist" his own foul if there are no enemy TZs on the fouling player.

3) Dodging and Tackling: Players may move as they please. However, if an opponent attempts to leave one of your players' TZs, a player with a TZ on the opponent's original square may attempt to "tackle" the opponent, forcing him to dodge. Only the tackling player may use any skills, such as Shadowing, Tackle or Diving Tackle. If the dodge attempt fails and the dodging player falls over, the tackling player is considered to have knocked his opponent down, and may use skills on the Armor and Injury roll accordingly (and may get credit for a Casualty).

4) Crowd Pushes: If a player is pushed out of bounds and knocked down at the same time, resolve Armor and Injury as normal for a knockdown, and then roll injury as per a crowd push. If a player is just pushed out of bounds or otherwise goes out of bounds without also being knocked down, only roll Injury once, for the crowd. Injuries caused by the crowd don't count for SPP, of course, but knockdowns do.

5) SPP: A Casualty is awarded for any Armor roll the player makes which results in a casualty on an opposing player, be it a block, a foul, the use of Bombardier, Chainsaw or Stab, a landing, or a tackle (see above).

6) Skills: Mighty Blow and Piling On may be used any time the player makes an armor or injury roll, not just on a block. Dirty Player provides +2, as per 4th edition. We're not playing with the Loner skill, but that's really about big guys and inducements, which will be subject to their own special rules. Stab and Secret Weapon can yield Casualties.

7) Free Fan Factor, as per 5th ed. optional rules.

8) Money:
a: Total Gate x2, rounded up to nearest 10,000.
b: Subtract (TVĂ·25), rounded down to nearest 10,000.
c: Add Fame x10,000gc.
d: Minimum 0.
e: Both sides roll 1d6; winner takes high result x 10,000, loser takes low result x 10,000.

9) Apothecary: Apothecary has two powers. These can be used a la carte or together, but the Apothecary can only be used once per match.
a: Re-Roll any Casualty result just made on a player who has not yet been removed from the pitch.
and/or
b: Erase any badly hurt/seriously injured player's next missed game, be it this one or the following one. If the player is seriously injured, he may attend the next match. If badly hurt, he goes to the Reserves box. This ability may be used at any time during the match, including at the end or just before a drive begins.

10) TV: TV includes Treasury. Treasury spent on inducements doesn't add to TV again, like it does in LRB5: it counts once. The first 50k spent from the treasury is matched by the bank. To feel more 3rd editiony and to increase the rate of skill development at the very high end (over multiple seasons), I'm providing a different Star Player Table, which includes base TV.
0-5: Rookie: 0 rolls, +0k
6-15: Experienced: 1 roll, +10k
16-30: Veteran: 2 rolls, +30k
31-50: Emerging Star: 3 rolls, +60k
51-75: Star Player: 4 rolls, +100k
76-125: Super-Star: 5 rolls, +150k
126-200: Mega Star: 6 rolls, +200k
201-300: Hall of Famer: 7 rolls, +250k
301-400: Football Hero: 8 rolls, +300k
401-500: Football Superhero: 9 rolls, +400k
501+: Legend: 10 rolls, +500k
* Each characteristic increase adds an additional 10k to the player's value.