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Bring back a different version of IGMEOY
Posted: Sun Aug 30, 2009 8:46 pm
by daloonieshaman
Time to change the foul rules
Lets incorporate a little soccer as it is the most played sport in the world
Cards:
Yellow Card
- When your player commits a successful foul the ref calls him on the foul and waves the ever famous yellow card. (to represent this place a yellow chit on the player or make a yellow banner for the sideline and put the player's number on it or some such. I think impact sells yellow base rings
Red Card
- When a Player with a yellow card commits a successful foul the ref calls a foul and pulls the Blazing Red Card. The Coach jumps from the bench in rabid dispute of the call. The opponent rolls a d6.
- On a 1 the coach is thrown from the game (the player is spared at the expense of the coach)
on a 2+ the Player is thrown
- add 1 for Sneaky Git (change the skill description to reflect this)
Add 1 for each player assisting the foul
(a fouler with Sneaky Git and 3 assist the opponent will have to roll a 6 to throw the player, a 1 is a 1 and the coach is thrown)
you may choose not to use the Coach to dispute the call and have the player thrown from the game
Posted: Sun Aug 30, 2009 9:27 pm
by khudzlin
it sounds like a rule that could be fun (though i'd eject both coach and player if a 1 was rolled for the argue, like in the lrb4 igmeoy rule)
however, i think it's unlikely to be accepted for discussion in the review for LRB6 (significant change not already proposed)
Posted: Sun Aug 30, 2009 9:33 pm
by daloonieshaman
true about the coach/player ejection
well one could only hope that someone sees the light
Posted: Sun Aug 30, 2009 10:39 pm
by Digger Goreman
Agree with both....
Posted: Sun Aug 30, 2009 10:50 pm
by Carnis
So, if I'm a big stomping stomper I do this: Get ~3 dirty players. I'm fielding 2 at a time, so as to not overly pressure my other positions.
Turn 1: 0/36 chance of getting caught (yellow card) I'm a dirty player and I brought ladz, so my opponent has a ~50% chance of being KO'd or worse.
Turn 2: Repeat the process, yellowcard my second DP. Again opponent has about 50% chance of being knocked out or worse. Opponent is now down on average 1 player, for no risk of my own.
Turns 3-8: Foul Rigorously with RANDOM PLAYERS (no being sent off without warning, remember?). Now this takes off the +1 on the injury roll, but it also eliminates the ref. I end the game with yellow card on all my players, my opponent ends game with a lot of hurt on his players. If I've succesfully removed a LOT of players, then I start fouling again with the DPs, as putting the hurt in is more important, than avoiding sent offs. Eventually both my DPs red-card after fouling on average 3-6 times (boo-hoo!).
This could be seriously abused, especially with teams who have cheap linemen and G access only. Every turn a different fouler -> never a chance to get sent off, could start picking a whole team of block/dp linemen for humans/norse/orcs and such.
And you even defined a "succesful foul". Is that a kill? Or just an armor pierce? Or just an armor check? If it's an armor pierce, then DP fouling is meaner than ever.. Your first foul is ALWAYS a pure +1 injurycheck, cause you won't want to waste DP on the armor (as you'd get a yellowcard). You won't get sent off regardless, so no matter.
So, no thx.
Posted: Sun Aug 30, 2009 10:53 pm
by Digger Goreman
That's what discussions are for....
Tweak and peak!
Posted: Sun Aug 30, 2009 11:01 pm
by Darkson
Moving this to house rules, as it's got no chance of even being considered for LRB6 (read Galak's signature again).
Posted: Sun Aug 30, 2009 11:23 pm
by Digger Goreman
Fair enough... though I agree, more so, with your signature (2nd part) in regards to this and other, needed, adjustments....
Re: Bring back a different version of IGMEOY
Posted: Mon Aug 31, 2009 2:36 am
by frogbear
daloonieshaman wrote:Time to change the foul rules
Lets incorporate a little soccer as it is the most played sport in the world
How about whenever anyone fails a dodge roll, they can roll around on the floor and carry on, thereby the opposing player obtaining a yellow or red card for tripping?
Soccer is a sport of theatre. The sport needs to harden the f***-up and grow some real men. In this regard, if Blood Bowl was to go down the red card theme, you need something to go against the heavy hitters and foulers rather than just give opportunities for more foul actions.
When you are an elf team, last thing you need with 11 players on the field is to have the opponent fouling with little recourse, or risking the foul yourself and being sent off. Hence such a rule favours the hitting teams (Dwarves and Orcs being the ones getting the best use of the card system).
Posted: Mon Aug 31, 2009 3:06 am
by daloonieshaman
change the ejection rules roll to first offense
second offense bye bye
Yea that is the sad part if 6th is the last change
(unless they errata)
successful foul = armor broke
Posted: Mon Aug 31, 2009 8:31 am
by JaM
We use "soccer" rules, more or less. Getting caught means a MNG (i.e. red card). A casualty from a fouling action DOES get you the normal SPP, though.
Houseleague: no journeyman can replace the fouler (who has a MNG). High risk, "high" reward.
Local Gamestore League: if you cant field 11 man, even because you miss players because they were send off and have a MNG, you get the journeyman.
Bring back the "blood" in bloodbowl !

Posted: Mon Aug 31, 2009 5:03 pm
by daloonieshaman
Last night I though of this:
(revamp)
Foul and break armor
ref in on you,
opponent roll anything but a 1 you are safe
next foul/break by any team member anything but 2
and so forth (keep adding 1)
1 bye bye 6 safe regardless of mods
-1 for sneaky git
Tossed player MNG for the red card
coaching staff can dispute any one call per staff on anything but a 6 and the coach member is gone,(one dispute per staff member) lower staff affects Kick Off results (-1 sneaky git applies ex 5-6 for player with SG)
Cheerleaders can encourage the foul, (armor break) -1 Cheerleader (hey they encouraged them) affects Kick Off table rolls
This gives a use to all those Cheerleader/Coach and ref models everyone has
Make a 0-5 tracker for both teams to move the Ref along (need 2 refs)
Posted: Mon Aug 31, 2009 6:49 pm
by Wanchor
Seems convoluted to me.
Posted: Mon Aug 31, 2009 7:08 pm
by daloonieshaman
Wanchor wrote:Seems convoluted to me.
in what way
Posted: Mon Aug 31, 2009 7:27 pm
by SillySod
The second proposed system is heaps and heaps better than the first..... as in, it might actually work without screwing the game up horribly
I think the second system could work ok although I'm not convinced that it would be an improvement. It seems to offer very little incentive to foul which just exacerbates one of the problems with the current system.
I'm also kind of wondering what you're aiming to correct. Identifying the flaws with the current system is surely a better first step?
Digger Goreman wrote:though I agree, more so, with your signature (2nd part) in regards to this and other, needed, adjustments....
I doubt it is entirely JJs decision.
Its not as if as any huge flaws in it anyway, there are just lots of small ones which mostly everone disagrees about anyway.