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LRB5 IP

Posted: Wed Dec 06, 2006 9:34 pm
by Ravage
I know not everyone uses IP, but my league does and I ran into a situation the other night I hadn't really thought about until now...

I was playing my vamps vs my buddy's norse, and my team started with 6RR. in turn 6 I had 3RR left, and he threw a block without moving his turn marker. I called IP, but under the new rules since he didnt have any RR left I was awarded a free RR.

woop-dee-freaking-doo. I already had 3RR on my track for as many turns as were left, he isnt penalized for the IP and i receive NO benefit from making the call. It doesn't REALLY bother me as we're a pretty friendly league (despite playing with IP ;)) but barring a POSSIBLE touchdown, where we MIGHT get a Riot on the kickoff table, where we MIGHT have the turns moved back a space...

seems kind of lame to me, but i can't even think of a better mechanic off the top of my head. I understand the rule was changed from LRB4 to "soften" the penalty of IP but now in some situations (like the one i was in) the person without rerolls doesnt even need to worry about being called on it.

Posted: Wed Dec 06, 2006 11:47 pm
by Snew
If you liked the old IP in your league, change it back.

Posted: Thu Dec 07, 2006 12:32 am
by Joemanji
IP is a mechanism that helps prevent people forgetting to move the turn counter. The re-roll is the effect, not the purpose of the rule. You could equally get a re-roll that you could use, but end up not needing to. So whilst on occasion you may not get a re-roll, the rule is still a good one. It's purpose is to encourage you to keep your eagle eyes on your opponent's turn track, and it seems to have worked in at least your case! That was a bit rambling, but you get the gist. :wink:

Cheers
Joe

Posted: Thu Dec 07, 2006 4:51 am
by bouncergriim
It is kind of like cheering fans/brilliant coaching. You have 4 RR left and 4 turns left and win the roll. Okay, you now have 5, but only four turns.

Posted: Thu Dec 07, 2006 1:45 pm
by Darkson
Just drop the whole stupid IP rule (imo of course).

Posted: Thu Dec 07, 2006 1:58 pm
by Rab
Hear, hear!

Posted: Thu Dec 07, 2006 5:34 pm
by Joemanji
IP is a really good rule for newbies IMO. It gives them a reason for getting into the habit of moving their turn counter, one that they will never forget if they learn it early enough. I never call IP against experienced coaches, but sometimes I will against newbies just to help them learn. You have to be cruel to be kind sometimes! :wink: :D I played a game recently against a noob where I didn't call IP, and had to politely remind him to move his turn counter 15 times out of 16. I now think I should have been harsher ... if he goes into a game against another newbie, they are going to get lost.

Posted: Thu Dec 07, 2006 6:42 pm
by bouncergriim
I use the rule of one warning then I will call IP. This is how I play with friends and in league. I also think it is a good rule. Once is forgetfulness, twice is a mistake that need not be made under penalty of RR. Also I will only call IP generally if I am way behind. I won't call it if I am already in the lead TD wise. No need to handicap an underdog.

Posted: Thu Dec 07, 2006 7:00 pm
by dwarfrunner
I would have to agree with Joemanji. IP should only be used as a learning tool, to help noobs get used to moving their turn markers.

IMO, I do not like calling it because it takes away from the game. I would rather win because I beat the other coach with skill, not because I called an IP and took advantage of the opportunity.