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October Review ... what's missing

Posted: Tue Sep 03, 2002 10:39 pm
by GalakStarscraper
Okay guys a year ago JKL (neo) and Chet (Acerak) agreed that if I took the time to track and update a web site that followed the arguments and clarifications needed for the rules that they would use it to assist with the October rules review to make sure nothing got missed.

Basically what I'm asking is look over the site since October is next month and did I get it all. The clarifications, the rules clean-ups, the best suggestions that don't need playtesting to see their worth (Marcus's experience points system falls in this category of testing needed. (which he better be typing up for Andy as I type to run in BBM)).

Let me know, but I think I've got the biggest items covered ... but I wanted to make sure as I do not want October to come and go and something have to wait for 2003 because it was left off the table.

Galak

BBRC Topics web page is : http://www.midgardbb.com/BBRC_HotList.html

Posted: Tue Sep 03, 2002 11:25 pm
by Dangerous Dave
Had a quick look at the items... couple of comments:-


1 secret weapon on a Goblin team (permanently) is not enough. Maybe this is a fudge to get something in....

Handicap Table - there are some very powerful rolls too - tone these down



That's all for now


Dave

Posted: Tue Sep 03, 2002 11:35 pm
by Deathwing
Ok..chance to raise my old bugbear:

Must try catch a bouncing ball, and the resulting unique(?) situation in BB where it can be advantageous to use a TRR to try and fail a roll which you've just passed. That simply can't be 'right'.

Is there any good reason why this rule exists, other than just to be consistent with 'must try and pick up the ball'?

So I'd like the BBRC to discuss the merits/drawbacks of this rule.

Thanks.

Posted: Wed Sep 04, 2002 1:23 am
by GalakStarscraper
Done, done, and done ... gotcha covered DD and DW.

Galak

Posted: Wed Sep 04, 2002 1:46 am
by Snew
WOW looks like I've missed a lot. Bunches of nit-picky stuff but I've been around long enough to know that that's really the stuff that causes the most heartache. Thanks for doing the work.

I didn't see anything about Wild Animal in there but it sure has caused a ton of discussion. Was there a reason this was not listed?

Posted: Wed Sep 04, 2002 2:19 am
by GalakStarscraper
That was fairly recent and you are correct that I missed it. WA discussion points are there now.

Galak

Posted: Wed Sep 04, 2002 5:09 am
by Mestari
Two points:

-Passing:
Passing should not be clarified - it should be changed! The rules are clear that interception is made before the pass roll, but it should be changed to say that the interception is made after the pass roll. Current rules create really strange probability distributions of fumble and interception rates, especially when the likelihood of fumbling is high and the interceptor is an able one. (the data available in some other thread.. but I can post them again if you want to)

-Star player rolls
Instead of just mentioning the 5,6 and 4,6 rolls, write that the starplayer rolls should be revisited to:
suggestion five on this post - check the numbers and justifications - that suggestion addresses all the problems with the star player roll without overshooting by giving too many traits or any-skills.


(there are points in the list that I disagree with, but they're worthwhile suggestions and I trust the BBRC to shoot them down :wink:)[/url]

Posted: Wed Sep 04, 2002 8:13 am
by ljm
From blood-bowl.net:

"Also now that wizards are freebooted only does the Dungeonbowl award make sense? "

This was changed in the last version of LRB. (Half the cost to freeboot a wizard)

ljm

Posted: Wed Sep 04, 2002 8:59 am
by Marcus
Would like to briefly register my objection to the change to apothecaries. At the moment there are numerous tactical reasons why you would use an apothecary on a knockout or even a stun and this makes the game more exciting.

I am aware there are arguments in favour of this change. I am of the opinion that they are not justifiably gameplay-related and are more a case of fluff and flavour. My apologies if this is not the case.

I would just hate to see this kind of gratuitous change go through with an unopposed mandate. If the arguments are already well considered, please ignore my rant.

Marcus

Posted: Wed Sep 04, 2002 11:03 am
by Dangerous Dave
Some further points:-

Review Kick Off Table and amend so that there are more less powerful events. In addition, think about amending a change in the weather to avoid Blizzard going to Sweltering Heat:-

viewtopic.php?t=1404

Some of my suggestions:-
Jump Start

Roll 2d6 and add cheerleaders (reroll ties). Inspired by the crowd (who have been whipped into a frenzy by the minuscule vestments worn by the winning team's cheerleaders), 3 random players on the winning team can take an action before the first turn.

Naughty Player

Roll 2d6 (reroll ties). One player on the winning team (your choice) sees the referee looking the other way and can take an action (block, blitz or move) before the kick off lands.

Minor Pitch Invasion

Roll 2d6 and add FF (ties - both teams succeed). A fan high on the latest pills runs onto the pitch in your opponent's half of the field. Roll a d8: 1 to 3 a wide zone, 4 to 6 the other wide zone or 7 to 8 the central part - pick a square in the appropriate area. The fan has the following stats 4117 Bonehead and is controlled as a player on the winning team. However, he must be the first player moved after Fanatics and Wild Animals, he cannot score and does not cause a turnover if he fails (he isn't on the team). In all other respects he is treated like a normal player. At the end of the drive (if he manages to survive that long!) the security guards arrest him and he is ejected from the game.

Trick Play

Roll 2 d6 and add Assistant Coaches - reroll any ties. A well rehearsed Special Play comes off. The winning coach may reposition the ball to any square on the field - the ball will only scatter 1 square and then bounce.

On The Booze

Roll d6 (ties both teams lose). A random player on the pitch on the losing team has been out on an all night bender and its finally catching up with him / her. Place the player stunned.

Slippery Ball

The kicking team have covered the ball in oil. The first attempt at picking up the ball (by either side) is made at -1. After this the oil is wiped off and all further attempts are made as normal.

Its Too Easy

The team with the highest TR is strolling through this game and they lose a reroll for the remainder of this half. NB if the team with the highest TR is losing the game, this event has no effect.

Streaker

A streaker runs onto the pitch. Roll 2 d6 to determine which team is affected - reroll any ties. Roll a d6 to determine which wide zone he / she (got to allow for Amazons too!) appears (1-3, 4-6). Anyone in that widezone has the following effect:-

The kicking team - lose their Tackle zones for the receiving teams first turn (got to look at those kn*ckers!).

The receiving team - cannot move or take an action the first turn (also looking at those bouncy bits!).
Clarify rule for secondary push backs.

Clarify who can receive the MVP award - Dead Players (this should be no!)?, didn't play but was available, not available for the game (NB if a player is not available he can still learn as much as a player who didn't take to the field).

Consider introducing some additional net skills as experimental.


Objections

The suggestion to use Jump Up at the beginning of a turn makes it too powerful.

Leader - I feel a prone or stunned Leader will still motivate his team.. in fact it actually may make them work harder..... "they've go Fred down... come no boys lets get 'em".

I prefer Apothecaried players to stay on the pitch and the apoth should be allowed on crowd injuires - this time go to reserves.

Disagree with removal of +1 on injuries to stunties and change of gobbos to av 6. This seems to me a start to get all the injury mods off the books - which I don't agree with.


Admin

Strongly suggest that a change log is maintained for the Living Rule Book as it moves from version 1.3 to the next and subsequent versions.



Dave

Posted: Wed Sep 04, 2002 11:47 am
by millimil
Hi,

very good, Galak.

IMHO The most important topic: BRING BACK THE SNOTLINGS

I wonder why GW don“t use a self-designed race (snotlings)...

:roll:

Posted: Wed Sep 04, 2002 12:06 pm
by Mestari
Dangerous Dave wrote:Disagree with removal of +1 on injuries to stunties and change of gobbos to av 6. This seems to me a start to get all the injury mods off the books - which I don't agree with.
I join DD on this one! Stunties should have a higher injury rate even after passing the armour roll, and goblins should be tougher than halflings.

Posted: Wed Sep 04, 2002 12:37 pm
by Lucien Swift
two words for you: BASE RING COLOR CODING!!!

even if it's just a paragraph in the lrb outlining the codes and suggesting, but not requiring they be used...

and for the love of nuffle, keep kicking rules optional!

Posted: Wed Sep 04, 2002 4:18 pm
by voyagers_uk
just to say that I do agree with Jump Up at the start of turns and I also want to see it used in conjunction with pass block. Not enough people get interceptions as it is.

other than that I like DD's aternative handicaps

the list is still a great idea.

fumbles

Posted: Wed Sep 04, 2002 4:50 pm
by Haar
Good list so far, almost everything we ran into is covered in it.

I'd like to see discussion regarding fumbles when passing. I like the idea of increasing the fumble probability with tacklezones on the thrower, but not based on the range of the throw. A pass is a fumble if the number rolled on the dice minus the number of tacklezones on the thrower is less than or equal to one. Then add the bonus from Accurate and modify the roll based on range and see if it was an accurate pass.