Choosing skills

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Which skill generating system do you prefer?

Poll ended at Tue Sep 17, 2002 10:25 pm

2nd ed. - Random
1
3%
3rd ed. - Choose
38
97%
 
Total votes: 39

ljm
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Post by ljm »

Choose for normal skills, but I wouldn´t mind seeing some kind of a random chaos mutation table. I know this would have to be carefully thought over, but would be lots of fun. Maybe you could roll on the table on a normal skill roll and could choose your mutation on a double... ?

ljm

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Mestari
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Post by Mestari »

Go tor example to this thread http://www.talkbloodbowl.com/phpBB2/vie ... php?t=1382 to find suggestions.

I'm all for making mutations random. But an important part is that you can opt to choose a skill instead if you don't like the mutation that you rolled.

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Zombie
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Post by Zombie »

Or use the system i've suggested in the Oberwald:

Mutations are divided into 3 categories:

A) Scoring
1. Big hand
2. Extra arms
3. Stunty
4. Two heads
5. Very long legs
6. Your choice

B) Hurting
1. Claw
2. Horns
3. Razor shar fangs
4. Spikes
5. Thick skull
6. Your choice

C) Annoying
1. Foul appearance
2. Hypnotic gaze
3. Prehensile tail
4. Regeneration
5. Tentacles
6. Your choice

The coach first decides which category to pick from, then rolls a D6 and takes that mutation. On a 6 or if the player already has that mutation, pick any you want from the same category.

To compensate for mutations not being as attractive using this system, players with access to mutations (skaven, chaos, etc.) can elect to get a mutation on a roll of 7 on the star player roll (instead of when they roll a double as per standard rules).

This makes mutations random like they should be, while still keeping them attractive to the coach.

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ljm
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Post by ljm »

Good list, Zombie. However, I see some LRB Racial Abilities (hypnotic gaze, regeneration, stunty, thick skull) there. Maybe they should be removed? Or maybe not, they make fine mutations also. And since our league uses the kicking rules, I'd have to add Extra Leg...

ljm

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Zombie
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Post by Zombie »

Yeah, that was written under 3rd ed (or 4th ed, can't remember), and should be modified to fit the current rules.

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Post by Longshot »

Is it still the same topic?

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Post by voyagers_uk »

It does seem to have mutated a little :lol:

sorry couldn't resist..... it is friday after all 8)

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Darkson
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Post by Darkson »

That's a good idea. Lets lobby GW and Fanatic to get it changed in October. They always listen to the players(!) :lol:

but seriously, I think random Mutations is a good idea, and like Zombies lists.

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Colin
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Post by Colin »

I understand the whole idea behind the random mutation idea, but the only problem I see is that you have to have the mutation on the mini in order to (legally) play it. If I have skaven mutie minis with VLL and big hand but I roll something else, I will have to wind up converting a mini every time I roll a mutation. Could be a pain in the ass!

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Post by Darkson »

Yeah, but it's not so bad now there are plastic WFB sets. My mates whole Skaven team was made using the ordheim Warphunters and the WFB Clanrats boxes. if he rolled a mutation there wasn't a model for he could just convert (though he never did roll a mutation).

The only ones I can see being a problem is Beastmen, and they're supposedly on the way in plastic sometime in the near future (which knowing GW is about 2-3 years :-? ).

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Darkson
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Post by Darkson »

Well, the poll results are in, and an overwhelming majority for the "choose" system.

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Post by GenoNBBL »

Don't start me off on random 'feckin' mutations..... :evil:

Also, Spikes are not a 'hurting' mutation, they give the player +1 AV. I think those catergories seriously need re-designing before you could give an opinion on them.

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Zombie
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Post by Zombie »

With +1AV, you can get in the middle of brawls and hurt people more.

If you don't like it, try to do better!

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Post by Darkson »

Spikes. hell yeah.

Who's gonna do more damage, a Rat Orge, Mino or Chaos Warrior with AV8, or the same player with spikes.


i know who my moneys on.

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