New ideas for consideration
Posted: Sat Nov 07, 2009 12:41 pm
I hope the current developers read this forum and could benefit some of these. Otherwise they could be good house rules.
***
Stab should be a general skill.
CAS from secret weapons and fouling should be awarded with SPPs. I think fouling is penalized enough with the rule it cannot be rerolled.
Dark Elf runners should have MA 8 and shouldn’t have Passing from their normal skill cathegory. This way they would be really runners and not throwers with higher MA. Otherwise the lines related to running game should be changed. But at least a sprint skill should be added.
Dark Elf assassins should have AV 8 without cost increase.
Human, Skaven blitzers and Wights are too expensive with 90.000 gps. Compare Elf blitzers with AG 4 costs 100.000 gps! Orc blitzers with the same value than humans costs 80.000 gps. These blitzers should worth of 80.000 gps or the orcs shall have 90.000 gps, too, and elfs 110.000 gps.
I think the Loner skill is not needed for the big guys. However it is not a big thing. Actually I think even 2 big guys may be allowed.
Big hand, two heads and extra arms mutations should add +2 to their relevant rolls instead of the usually +1. A skill is not worth to get for a +1 modifier.
The Dirty Player and Pro skills may be also in the Agility cathegory in the favor of the stunty players.
I suggest new players. The chaos and the chaos pact teams are too weak winning the games. So I suggest a chaos mutant to their team list. Clever coaches may choose mutations to win.
0-2 chaos mutant 6 3 3 8, 3 mutations at will. Costs 100.000 gps.
Skavens are not bad however they may get mutants, too:
0-1 skaven mutant 7 3 3 7, 2 mutations at will. Costs 90.000 gps.
Skavens in the WF have assassins. So why not in BB?
0-2 Skaven assassin 7 3 3 7 Shadowing, Stab. Costs 70.000 gps.
For fun little zombies from stuntied players.
0-4 little zombie 4 2 2 7, Regenerate. Costs 20.000 gps.
Halfling kitchen boys:
Armed with a frying-pan. May be used similarly like the stab skill but with -1 to the armor roll and they get +1 to interceptions however they just hit away the ball and not catch it. With a successful interception roll it scatters three times from the square of the kitchen boy and they get no spp's.
0-3 Kithchen boy 5 2 3 6, Dodge, Stunty, Frying-Pan. Costs 40.000 gps.
Goblin deathroller:
Similar like the dwarf version, -1 ST but +1 MA and Frenzy. Costs 160.000 gps. It might be purchased instead of a troll.
Humans have nothing special they need something. For example secret magic users. Their Shock ability works the same like the Stab.
0-2 Magic User 6 3 3 8 Hypnotic Gaze, Shock. They may get any skill except mutations. Costs 80.000 gps.
From the same reasons, human chainsawers may be added.
0-1 Human chainsawer 6 3 3 8 Chainsaw, Secret Weapon. Costs 50.000 gps.
I would like to see chainsaw in orc, hobgoblin, dwarf hands, too!
New secret weapon: blowpipe.
To shot the player have to make a successful passing roll. Quick and Short ranges may be used. If hits roll armor and damage but the player falls only if the armor roll penetrates. On a roll of 1 the shot hits someone from his own team if there are players under the passing template. Roll randomly if there are more. If there are noone nothing special happens. I think the players don’t need the secret weapon ability. Tests needed.
Teams:
0-1 Human assassin 6 3 3 8 Shadowing, Blowpipe. Costs 80.000 gps.
0-1 Skink monkey hunter 8 2 3 7 Dodge, Stunty, Blowpipe. Costs 80.000 gps.
0-1 Amazon jungle fighter 6 3 3 7 Dodge, Blowpipe. Costs 70.000 gps
0-1 Goblin monkey hunter 6 2 3 7 Dodge, Stunty, Blowpipe. Costs 60.000 gps.
Spike: I think this skill may be used if it would add +2 to the armor value (but max 10). Adding +1 to the armor simply doesn’t worth a skill. The armor increase from star player rolls should be +2, too.
Apothecary. I think they should be used any time after an injury. The word ’immediately’ in the description suggests they can be used only right after the casualty. In the case of a death it is logical. Otherwise not. Just an idea, the death result on the casualty table may be divided between death and dying results. The death cannot be healed only the dying. But the regenerate skill can be used in both cases.
I see the Bloodbowl game causes many good and bad feelings in coaches during the match. To reduce bad feelings I suggest a rule the rescue action. It means if the turn of the moving team ends because of a bad roll the coach may make a rescue action. This may be only with one player who is able to make an action in that turn and this may be only a move action. But the moving player cannot pick up the ball (thus scoring a TD). The idea behind the rule is after a bad roll the coach have bad feelings. But if he has a chance to correct the mistake a bit he concentrates on it and not the unlucky rolls. I didn’t tested this rule yet.
I wish lucky rolls!
***
Stab should be a general skill.
CAS from secret weapons and fouling should be awarded with SPPs. I think fouling is penalized enough with the rule it cannot be rerolled.
Dark Elf runners should have MA 8 and shouldn’t have Passing from their normal skill cathegory. This way they would be really runners and not throwers with higher MA. Otherwise the lines related to running game should be changed. But at least a sprint skill should be added.
Dark Elf assassins should have AV 8 without cost increase.
Human, Skaven blitzers and Wights are too expensive with 90.000 gps. Compare Elf blitzers with AG 4 costs 100.000 gps! Orc blitzers with the same value than humans costs 80.000 gps. These blitzers should worth of 80.000 gps or the orcs shall have 90.000 gps, too, and elfs 110.000 gps.
I think the Loner skill is not needed for the big guys. However it is not a big thing. Actually I think even 2 big guys may be allowed.
Big hand, two heads and extra arms mutations should add +2 to their relevant rolls instead of the usually +1. A skill is not worth to get for a +1 modifier.
The Dirty Player and Pro skills may be also in the Agility cathegory in the favor of the stunty players.
I suggest new players. The chaos and the chaos pact teams are too weak winning the games. So I suggest a chaos mutant to their team list. Clever coaches may choose mutations to win.
0-2 chaos mutant 6 3 3 8, 3 mutations at will. Costs 100.000 gps.
Skavens are not bad however they may get mutants, too:
0-1 skaven mutant 7 3 3 7, 2 mutations at will. Costs 90.000 gps.
Skavens in the WF have assassins. So why not in BB?
0-2 Skaven assassin 7 3 3 7 Shadowing, Stab. Costs 70.000 gps.
For fun little zombies from stuntied players.
0-4 little zombie 4 2 2 7, Regenerate. Costs 20.000 gps.
Halfling kitchen boys:
Armed with a frying-pan. May be used similarly like the stab skill but with -1 to the armor roll and they get +1 to interceptions however they just hit away the ball and not catch it. With a successful interception roll it scatters three times from the square of the kitchen boy and they get no spp's.
0-3 Kithchen boy 5 2 3 6, Dodge, Stunty, Frying-Pan. Costs 40.000 gps.
Goblin deathroller:
Similar like the dwarf version, -1 ST but +1 MA and Frenzy. Costs 160.000 gps. It might be purchased instead of a troll.
Humans have nothing special they need something. For example secret magic users. Their Shock ability works the same like the Stab.
0-2 Magic User 6 3 3 8 Hypnotic Gaze, Shock. They may get any skill except mutations. Costs 80.000 gps.
From the same reasons, human chainsawers may be added.
0-1 Human chainsawer 6 3 3 8 Chainsaw, Secret Weapon. Costs 50.000 gps.
I would like to see chainsaw in orc, hobgoblin, dwarf hands, too!
New secret weapon: blowpipe.
To shot the player have to make a successful passing roll. Quick and Short ranges may be used. If hits roll armor and damage but the player falls only if the armor roll penetrates. On a roll of 1 the shot hits someone from his own team if there are players under the passing template. Roll randomly if there are more. If there are noone nothing special happens. I think the players don’t need the secret weapon ability. Tests needed.
Teams:
0-1 Human assassin 6 3 3 8 Shadowing, Blowpipe. Costs 80.000 gps.
0-1 Skink monkey hunter 8 2 3 7 Dodge, Stunty, Blowpipe. Costs 80.000 gps.
0-1 Amazon jungle fighter 6 3 3 7 Dodge, Blowpipe. Costs 70.000 gps
0-1 Goblin monkey hunter 6 2 3 7 Dodge, Stunty, Blowpipe. Costs 60.000 gps.
Spike: I think this skill may be used if it would add +2 to the armor value (but max 10). Adding +1 to the armor simply doesn’t worth a skill. The armor increase from star player rolls should be +2, too.
Apothecary. I think they should be used any time after an injury. The word ’immediately’ in the description suggests they can be used only right after the casualty. In the case of a death it is logical. Otherwise not. Just an idea, the death result on the casualty table may be divided between death and dying results. The death cannot be healed only the dying. But the regenerate skill can be used in both cases.
I see the Bloodbowl game causes many good and bad feelings in coaches during the match. To reduce bad feelings I suggest a rule the rescue action. It means if the turn of the moving team ends because of a bad roll the coach may make a rescue action. This may be only with one player who is able to make an action in that turn and this may be only a move action. But the moving player cannot pick up the ball (thus scoring a TD). The idea behind the rule is after a bad roll the coach have bad feelings. But if he has a chance to correct the mistake a bit he concentrates on it and not the unlucky rolls. I didn’t tested this rule yet.
I wish lucky rolls!