Page 1 of 1

SPP table

Posted: Wed Jul 21, 2010 1:31 pm
by graeme27uk
Does anyone use an alternate SPP table to judge when player improvement rolls are made?

If so how have you modified this and why?

Re: SPP table

Posted: Wed Jul 21, 2010 2:12 pm
by voyagers_uk
don't currently but have suggested the following many times

0-6 - first
7-16- second
17-31 - third
32-51 - fourth
52-76 - fifth
77-126 - sixth
127-201 - seventh

which is what it should have remained before Jervis went mental trying to age everyone and prevent team growth beyond a set limit in his head.

Inducements work (to a point), so a 7th skill on a player or two is not a bad thing

currently the leap from 76 to 176 is too great.

Re: SPP table

Posted: Wed Jul 21, 2010 2:46 pm
by Grumbledook
7 skills on players is too many imo, hence I like the current one

I even think 6 skills is pushing it

I don't think shortening the table for non perpetual leagues is too bad though I would also counter it by creating more injuries

probably the best way would be to change all the 41-48 on the SI table to give niggles

Re: SPP table

Posted: Wed Jul 21, 2010 5:51 pm
by mattgslater
See, this is one thing that I think has just been fixed too many times. Some of the best times I ever had playing Blood Bowl in the '90s were up against a team that had a Wardancer at 7 skills; man, that guy was scary. If it ever comes to matter, I'll encourage my league to adopt this:

0-5: 0
6-15: 1
16-30: 2
31-50: 3
51-75: 4
76-150: 5
151-250: 6
251+: 7

Re: SPP table

Posted: Wed Jul 21, 2010 11:32 pm
by Alamar
For theory-bowl purposes I like the idea of:

0-5: No skills
6-15: One Skill
16-30: Two Skills
31-50: Three Skills
51-75: Four Skills
76-105: Five Skills
106+: Six Skills

Note: I don't recall ever getting a tabletop player up to 6 skills under the current system. IIRC I've only gotten a few over 80 points in the LRB5-6 era. Therefore my theorybowl idea would be fine for me but may not work well at all for online play.