Alternative NegaTrait System
Posted: Wed May 22, 2002 1:57 pm
Hi all,
I'm not sure whether this should go into the house rules forum, but it is related to the rules for big guys.
I don't much like the fact that there is a vast difference in the impact of the different negatraits. Neither do I like the fact that some of them have their effect "off the pitch" - and can decide the game there.
This is a shot at streamlining the negatrait system.
Feel free to comment:
1. Whenever a player with a negatrait is about to take an action, roll 1 die. On a roll of 1, the following happens:
*Bonehead: The player doesn't get an action, and loses his TZ.
*Take Root: The player can not leave (or be forced to leave) its current square, until this drive ends.
*Off for a bite: If the player is within 3 squares of the sidelines or "endline", the player is moved to the reserves box.
*Very Stupid: The player must declare a block action. If there are no opponents to block, then he must block a team mate. (Knocking over a team mate in this way is not a turnover).
*Very Stupid v2: Your opponent decides which action the player declares. Treat the action as though declared by yourself.
*Wild Animal: The player declares a foul action, even if your team has already taken one! If there is a prone opponent in his TZ then he must commit the foul.
*Always Hungry: If there is a (or more) stunty team mate in the players TZ, pick one, and make a "sigurds" casualty roll against the poor blindsided fellow. This is not a TO.
Suggestions are welcome
Martin
I'm not sure whether this should go into the house rules forum, but it is related to the rules for big guys.
I don't much like the fact that there is a vast difference in the impact of the different negatraits. Neither do I like the fact that some of them have their effect "off the pitch" - and can decide the game there.
This is a shot at streamlining the negatrait system.
Feel free to comment:
1. Whenever a player with a negatrait is about to take an action, roll 1 die. On a roll of 1, the following happens:
*Bonehead: The player doesn't get an action, and loses his TZ.
*Take Root: The player can not leave (or be forced to leave) its current square, until this drive ends.
*Off for a bite: If the player is within 3 squares of the sidelines or "endline", the player is moved to the reserves box.
*Very Stupid: The player must declare a block action. If there are no opponents to block, then he must block a team mate. (Knocking over a team mate in this way is not a turnover).
*Very Stupid v2: Your opponent decides which action the player declares. Treat the action as though declared by yourself.
*Wild Animal: The player declares a foul action, even if your team has already taken one! If there is a prone opponent in his TZ then he must commit the foul.
*Always Hungry: If there is a (or more) stunty team mate in the players TZ, pick one, and make a "sigurds" casualty roll against the poor blindsided fellow. This is not a TO.
Suggestions are welcome
Martin
