Field Goals
Posted: Thu Dec 01, 2016 3:45 am
Seeing too many draw matches?
Seeing too many "lets wait with scoring the tieing td" matches?
Maybe field goals would be the answer!
How can field goals be added into the game?
Using the kick skill just like the pass skill of course. You can still kick a field goal even without the kick skill. But simply using all the rules the same as pass. The only thing I would change is adding an additional -1 modifier to the "kick" for field goals. The kick could be enhanced much the same as pass with other skills. A pass could be enhanced with strong arm and accurate. Where as a kick would be enhanced much the same with specific skills in which to be enhanced. I would eliminate the fumble from a kick though, but add in that a kick can only be attempted if within range, and if the kick were to be inaccurate, it would automatically be thrown back in by the fans from a spot determined by an additional d6. That d6 would be a d2 to determine if the ball scattered left or right of the center of the field goal posts. The rest of it can be done by the throw in rules of the current game. And yes, pass block could be used to position a player to block the kick in much the same way as a pass. And maybe even catch it if they are lucky.....
How would it work for scores?
Well, that is the interesting part. The points for a TD would have to change. I would say 4 points for a TD. So for field goals, I would say they would be valued at 2 pts. Or you could make it 2 and 1 respectively, but that would eliminate any "extra points after TD" concept.
What about spp's?
I would say that making a field goal would be worth 1 spp. Maybe even two if playtesting proved field goals to be less often than casualties.
What do you guys think of this?
The reason I came up with this idea was mainly due to the amount of draw games. Of which to me, should be on the rare side of things. And field goals would or may decrease teams on waiting to score the tieing or winning TD's. And perhaps make the game a bit more exciting.
Other reasons include but not limited to:
1) Game seems to favor the bash style/high armor teams for the long term. Not often do you see them reduced in TV in a drastic measure in seasonal games. Especially when they wait on last turn TD's....
2) Four skills (maybe more) go against or counter high agile/dodgy teams. But for strength, two skills can possibly help counter... Adding in the field goal option adds in an extra element for all teams, but more for the high agile teams naturally. Why? Instead of getting beat on, being outnumbered repetitively, and hopefully get lucky for a defensive TD. Now there would be an added element favoring non-bash teams.
3) Scores are for one game only. Injuries are permanent. Bash style teams should suffer as much as the higher agile teams, but in a different way. Not entirely sure of how that should be, but maybe if this idea gets playtested, it might be an answer....
Seeing too many "lets wait with scoring the tieing td" matches?
Maybe field goals would be the answer!
How can field goals be added into the game?
Using the kick skill just like the pass skill of course. You can still kick a field goal even without the kick skill. But simply using all the rules the same as pass. The only thing I would change is adding an additional -1 modifier to the "kick" for field goals. The kick could be enhanced much the same as pass with other skills. A pass could be enhanced with strong arm and accurate. Where as a kick would be enhanced much the same with specific skills in which to be enhanced. I would eliminate the fumble from a kick though, but add in that a kick can only be attempted if within range, and if the kick were to be inaccurate, it would automatically be thrown back in by the fans from a spot determined by an additional d6. That d6 would be a d2 to determine if the ball scattered left or right of the center of the field goal posts. The rest of it can be done by the throw in rules of the current game. And yes, pass block could be used to position a player to block the kick in much the same way as a pass. And maybe even catch it if they are lucky.....
How would it work for scores?
Well, that is the interesting part. The points for a TD would have to change. I would say 4 points for a TD. So for field goals, I would say they would be valued at 2 pts. Or you could make it 2 and 1 respectively, but that would eliminate any "extra points after TD" concept.
What about spp's?
I would say that making a field goal would be worth 1 spp. Maybe even two if playtesting proved field goals to be less often than casualties.
What do you guys think of this?
The reason I came up with this idea was mainly due to the amount of draw games. Of which to me, should be on the rare side of things. And field goals would or may decrease teams on waiting to score the tieing or winning TD's. And perhaps make the game a bit more exciting.
Other reasons include but not limited to:
1) Game seems to favor the bash style/high armor teams for the long term. Not often do you see them reduced in TV in a drastic measure in seasonal games. Especially when they wait on last turn TD's....
2) Four skills (maybe more) go against or counter high agile/dodgy teams. But for strength, two skills can possibly help counter... Adding in the field goal option adds in an extra element for all teams, but more for the high agile teams naturally. Why? Instead of getting beat on, being outnumbered repetitively, and hopefully get lucky for a defensive TD. Now there would be an added element favoring non-bash teams.
3) Scores are for one game only. Injuries are permanent. Bash style teams should suffer as much as the higher agile teams, but in a different way. Not entirely sure of how that should be, but maybe if this idea gets playtested, it might be an answer....