Piling On

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Acerak
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Piling On

Post by Acerak »

For those who don't know, the 2K1 Rules Review included a change to the Piling On skill. The player no longer had to go prone all the time after a block. Instead, the coach was allowed to roll the dice and then decide whether to use the skill.

The change was made in part to accommodate the new "after the die roll" rules that covered all skills, and in part because the old skill placed the player prone 100% of the time. This clearly wasn't very good, because it meant that a full 50% of the time the average piler went down for no reason at all.

Many coaches have since complained that the new skill description is too good, because Piling On can never "fail" in the sense that you can't use the skill to no effect. (This places it in a category with Diving Tackle, which I'll save for another post.)

As promised, the BBRC will discuss this again in October 2002. I'd like to share a new idea I've cobbled together. I believe the new idea accomplishes all of the following:

1. It keeps the flavor and functionality of the skill.
2. It sets the prone rate in its proper place.
3. It allows for the possibility that going prone will not work.

Have a look and see what you think.

-----

Here's how it works:

Piling On: The player may use this skill after he has knocked over an opponent as a result of a block, but only if he failed to beat the victim's AV. The player falls on top of the opponent he has just knocked down and may make another armor roll against him with the following modifiers:

* Stunty: +1
* Man-sized (i.e., non-Stunty, non-Big Guy): +2
* Big Guy: +3

No other bonuses apply to this roll. For obvious reasons, a player who uses this skill is also knocked over. Don't make an armor roll for him, however - his fall is cushioned by the victim! Note that the piling on player is knocked over in his own square rather than that of his victim. (It is assumed that he rolls back there after flattening his opponent.) If the player pushed back the opponent before knocking him over but did not follow up the push, then he may not use this skill. Piling on does not cause a turnover unless the piling on player is carrying the ball.


Ok. So what did I change?

1. The piler gets to roll AV like any normal player after knocking down an opponent. This means he can use all his normal skills, like Mighty Blow and Claw, without interference from the Piling On skill.

2. If the victim is unhurt, the piling coach gets to make a decision: pile, or keep his feet?

3. The modifiers are now based on an unchanging size rather than a flexible ST. (Most of you will recognize these modifiers from the "New Idea" thread in the General Chat forum.)

Ok - that's all well and good, but what really changed? How will this affect most players? Specifically, we'd like to know how this change affects the following numbers:

1. AV breaks
2. Prone percentages
3. Casualty rates

Well, I'm happy to report that there's good news, good news, and even more good news.

The first bit of good news? The AV break rates are just about the same as they always were. I'll use a Norse Blitzer and a Troll as typical pilers, and your average AV8 linefodder as the victim.

* The Norse Blitzer currently breaks AV at a 72.2% clip (assuming he has a knockdown). With this change, he'd cut through at a 69.9% rate.
* The Troll currently breaks AV at a 91.7% clip. With this change, he'd cut through at a 83.8% rate.

What about prone rates for knockdowns?

* The Norse Blitzer currently goes prone at a 44.4% clip. In the 3E days, he went prone at a 100% clip. With this change, he'd go prone at a 72.2% rate.
* The Troll currently goes prone at a 63.9% rate. In the 3E days, he went prone at a 100% clip. With this change, he'd go prone at a 58.3% clip.

So we see two types of players with two slightly different results.

The standard player ends up with nearly the same AV break rate, which is good. He splits the prone difference between the old rate (100%) and the current rate. This should satisfy those who felt the old skill was too harsh and that the current one is too lenient.

The Big Guy ends up with a decrease in AV breaks, but a corresponding decrease in prone rates. Nothing really changes for him except that he can now go prone with nothing happening.

Speaking of which, how often will the player go prone for no effect on a knockdown?

* The Norse player was at 55.6% in the old days, 0% today, and he'd be at 30.1% tomorrow.
* The Troll was at 35-50% in the old days, depending on how you count an AV roll of 8; 0% today; and he'd be at 16% tomorrow.

So what do we see here? Well, it's a pretty good "split difference" between the old skill (very often prone for no good reason) and the current skill (never prone in a failing position). Those of you who care to do so may chalk up a point for the proposed change.

Finally, let's look at casualty rates for knockdowns:

* The Norse Blitzer goes from 12.0% to 11.7%, a negligible difference if ever there was one. This isn't surprising, because his AV penetration rate stayed just about the same.
* The Troll goes from 20.1% (assuming he won't pile on when he flushes the AV roll) to 19.5%...which again is negligible.

-----

Alright. How does this change compare when you factor in other skills?

Well, I've already showed how the penetration rates are just about static. And we've seen an insignificant drop in the casualty rate. Looking at the numbers for the MB-endowed Troll, we can bet that the Norse Blitzer will not notice a drop-off. Let's look at the current rule vs the proposed change.

* AV penetrations: 72.2% vs 75.6%
* Prone rates: 44.4% vs 58.3%
* For no effect: 0.0% vs 24.3%
* Casualty rate: 18.5% vs 15.7%

All in all, not too shabby. The numbers don't match up exactly - and yes, the skill "gets worse" in that you can go prone for no effect, but that's part of the point - but even the biggest skeptic has to agree that they're reasonable.

What about combinations with Claw? Well, the current rules don't allow the combo, so it's pointless to mention. All the relevant numbers go up with this change. (HUGE plus for this version, IMO.)

Finally, what about RSC? Let's take the prototypical POn/RSC piler, the Chaos Warrior, and send him through the ringer:

* AV penetrations: 83.3% vs 69.9%
* Prone rates: 55.6% vs 72.2% (vs 100% in 3E)
* For no effect: 0.0% vs 30.1% (vs 44.4% in 3E)
* Casualty rate: 34.7% vs 29.1%

It's a bit worse for this 2-skill, doubles-enhanced example. Still looks pretty good, though. That +4 to +2 change didn't hamper him a whole lot, all things considered. On the plus side, he gets no worse if he suffers a ST decrease.

(For what it's worth, I think RSC is rather obscene in its current incarnation. But that's not a point for this thread.)

-----

Ok! That's my take at fixing this skill. I think it keeps the lethality, reintroduces the possibility of failure, gets the prone numbers in a reasonable rate, and combines better with existing skills. And all I had to do was let the player roll AV first normally before going prone if the coach wanted him to use the skill. Sure, it won't be as good for the Chaos Warriors, BOBs, and Mummies of the world, but they generate most of the complaints about the skill to begin with :)

As usual, comment. You know you want to.

Cheers!

-Chet

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Post by Vesticle »

Sounds good to me. Though, the weight of my opinion is limited, seeing as I've never actually played a game with the Piling On skill involved, nor am I decently familiar with the old rules. =)

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Post by Trambi »

Why not ! but St+1 and Piling On ogre will be less fun :D

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Post by Deathwing »

I'd like to see how the numbers pan out against AV9. Piling on as it stands is more valuable against higher AV players/teams.
If it's too strong currently (and I don't believe it is) then why not just go with the +1/+2/+3 ?

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Post by High & Mighty »

And there would be no stacking of skills of if you used MB on the first AV roll, failed it, then decided to use piling on, you'd use just the bonuses allowed by PO?

Does this mean that you would now have MB available to use on the Injury roll? Seems odd compared to the mechanics with, for example, diving tackle where if you use it and the person fails in dodging away, the diving tackle mod would still affect the dodge reroll. I've got no problem with it, but just an observation.

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Post by DoubleSkulls »

High & Mighty wrote:And there would be no stacking of skills of if you used MB on the first AV roll, failed it, then decided to use piling on, you'd use just the bonuses allowed by PO?
Presumably it works as follows:

Roll Armour
Failed by 1 - use MB, no modifier to inj
Failed by more than 1, use PO to reroll and use MB on inj
Succeeded - use MB for +1 to inj.

I don't see any real problem with that.

Ian

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Post by Dangerous Dave »

OK this proposal is IMO much better than any of the other suggested changes...

The skill makes sense - if you use it you go prone. I do not like the current rules nor some of the other proposals since they allow you to try and use it and then decide whether you want to go prone or not (or on the just reroll armour suggestion - not go prone at all!). Come on if you Pile On you go prone - its simple.

OK now the skill is "real" again, lets look at the effect.


Most players get a +2 to the new armour roll. This is the same as a normal attack by Claw. OK you get 2 shots at the av roll so it is different. The plus is a lot less than the old version for Mummies and ST 4 guys. So using it against a high av will often mean a failure.

So I think that there should be one more change to the proposed rule....

and here it is:-


If the opposing player is stunned from the first av and injury roll, the Piling On player may choose to Pile On. If he chooses to do so, the av roll is automatically successful (the stunned player cannot protect himself) [NB if you don't like auto then add +2 / +4 / +6 - a roll of 2 always fails]. Make an injury roll as normal and place the Piling On player prone.


Finally, IMO this proposal works with the current rule set... but if armour rolls can be rerolled by Pro or Team Rerolls (see New Idea thread) then I think it needs another look.



Dave

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Post by High & Mighty »

ianwilliams wrote: Presumably it works as follows:

Roll Armour
Failed by 1 - use MB, no modifier to inj
Failed by more than 1, use PO to reroll and use MB on inj
Succeeded - use MB for +1 to inj.

I don't see any real problem with that.

Ian
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Post by Acerak »

Ok. Stuff, stuff, stuff...

From Trambi:

Why not ! but St+1 and Piling On ogre will be less fun

Right, the skill won't function as well in certain cases. Remember, though, that I'm looking for a better, more sensible skill that retains all of the flavor and most of the effect of the original. Some items will get cut a bit; this is one of them. But I'd bet that ST6 Ogres are in the minority in most leagues ;)

From Deathwing:

I'd like to see how the numbers pan out against AV9. Piling on as it stands is more valuable against higher AV players/teams.

Here's the Norse player on a knockdown vs AV9, current numbers vs proposed:

* AV penetrations: 58.3% vs 51.4%
* Casualty rate: 9.7% vs 8.6%

I'd say those are pretty damn close. There's no signficant drop-off in my eyes.

If it's too strong currently (and I don't believe it is) then why not just go with the +1/+2/+3 ?

The complaints about this skill center largely around the "never fail" aspect. Changing the mods wouldn't change that, although it would lower the success rate. Changing the skill as described fixes the prone angle while maintaining the integrity of the AV breaks and casualty rates for most (not all) players.

From High & Mighty:

And there would be no stacking of skills of if you used MB on the first AV roll, failed it, then decided to use piling on, you'd use just the bonuses allowed by PO?

By definition, you can't "use MB" on the first roll in a failing manner. Ian had it right:

1. Roll AV as normal after the knockdown. If you break AV clean, use +1 on injury. If you miss by 1, use MB to break AV and roll injury as normal.
2. If you failed to break AV, use Piling On if you wish to fall on the player. This is a new attack with a +2 modifier for a man-sized player. If you break AV, use MB on the injury roll.

Notice that you can't use MB twice. It's just not possible.

From Dave:

Most players get a +2 to the new armour roll. This is the same as a normal attack by Claw. OK you get 2 shots at the av roll so it is different.

With all respect, Dave, you've simplified this so much that you've missed the point. Claw has nothing to do with this. Here are the AV break numbers for the Norse Blitzer:

* Old: 72.2
* New: 69.9

Nothing really changed. The skill didn't "get worse" in those terms. It got "worse" in the fact that you can go prone to no effect. Many coaches - yourself included - laud this idea, so it actually gets "better" in that sense.

The plus is a lot less than the old version for Mummies and ST 4 guys. So using it against a high av will often mean a failure.p

Although Chaos Warriors and Mummies would suffer the biggest changes, I don't consider them central to the argument. The changes are large, but I think they're justified. And the skill still represents a MASSIVE AV break increase.

So try this - compare each of these players as rookies vs counterparts with the proposed Piling On. See what you think of these AV break rates:

* Chaos Warrior, no skills vs AV9: 16%
* Chaos Warrior w/proposed skill vs AV9: 51.4%
* Mummy, MB vs AV9: 27.8%
* Mummy w/proposed skill and MB vs AV9: 57.8%

Trust me, "better than 50/50 to break AV" is plenty good.

These players are ST4+, they'll get more knockdowns. And Mummies come with MB already. So I'm not going to feel sorry for them or rig the system so they get some sort of bonus out of it. They get enough already.

As to the proposed change, I don't think you should allow one player to make a pair of injury rolls against the same opponent. If you commit to a second action with a second player (i.e., you bring a player over for a foul), that's fine. But the skill needs a limit. Your proposed suggestion would jack the casualty rate, and I think the numbers I posted show that the casualty rate will remain nearly constant for the majority of players.

Finally, IMO this proposal works with the current rule set... but if armour rolls can be rerolled by Pro or Team Rerolls (see New Idea thread) then I think it needs another look.

I'd like to know why you think it would need another look. You commented earlier in the New Idea thread that you didn't want to see the numbers drop. If the numbers are just about the same as the current ones...what's the problem? :)

Cheers.

-Chet

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Post by Vesticle »

If you had mighty blow and piling on, and on your first attempted failed to beat the armor by 1, could you decide to not use mighty blow? You might then try a piling on attempt, hope you beat the armor, and hope to be able to use mighty blow to get that +1 to injury roll.

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Post by neoliminal »

I like this very simple solution:

Piling On

Sometimes it's hard to hurt a player just by blocking him normally. Some creative players have taken to "falling" on top of their opponents after a block to ensure it's as painful as possible. A player with Piling On may Re-Roll a failed Armour Roll by placing his player prone. Note that the player must be adjacent to his victim, so he may not use Piling On if he failed to Follow-Up.


No need to much about with the size at all, IMO. Halflings don't knock many people over, Big Guys do, so it's naturally better for Big Guys to use this.

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Post by Acerak »

David - Yes, you could.

John - Not bad, although I think a simple AV re-roll doesn't keep any worth to the skill. The AV breaks drop dramatically. And if you started allowing AV re-rolls in general, the skill you've described wouldn't be any good compared to a TRR or Pro.

-Chet

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Post by SixFootDwarf »

It's not broken....Don't "fix" it.

Change is bad...very, very bad. :D

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Post by Anthony_TBBF »

To be honest, I don't see much problem with the current version of Piling On.

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Post by Thetian »

neoliminal wrote:I like this very simple solution:

Piling On

A player with Piling On may Re-Roll a failed Injury Roll by placing his player prone.

Wait a second. Isn't the Injury Roll the sacred cow of bloodbowl. The one thing never to be re-rolled? <grin> I'm too lazy to run the numbers, but this seems like it would dramatically increase the number of CAS, making this a MUST HAVE skill.

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