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LRB 5.0 tourney idea
Posted: Wed Sep 06, 2006 8:30 pm
by Xtreme
If this has already been done, or is planning to be done then I apologize.
How about this for a tourney setup
TR100
But you are also given X amount of gold (maybe 180K)
to spend on skills and inducements.
All inducements except Star Players would be allowed.
Skills for your players would cost
30k for a normal skill and 60k for a doubles roll.
Not sure on the correct amount yet, but what do you think?
Posted: Wed Sep 06, 2006 8:36 pm
by Father911
We are planning a tournament for October that will do just that, though we were going to give 150k. I'll let you know how it goes, If we ever get it off the ground...
Posted: Wed Sep 06, 2006 9:47 pm
by Xtreme
The only reason I started of with 180, is that I was thinking six normal skills would be the base of what I would want to offer. But is 180 is inducements really going to tempt anyone to take something other then skills?
Posted: Wed Sep 06, 2006 10:33 pm
by Grumbledook
Believe there have been a few tournaments where you can pick all your skills at the start, this would achieve the same sort of thing
so don't see why it wouldn't work
Posted: Thu Sep 07, 2006 2:46 am
by DoubleSkulls
Euc Bowl this year was TR110, 6 skills (2 of which are doubles) chosen before the first game. Stars allowed. It seemed to work really well.
TBH I don't see why, with the inflated prices you wouldn't allow stars. I know some people don't like them but they aren't unbalancing.
Posted: Thu Sep 07, 2006 3:37 am
by Xtreme
The only reason I had no stars on there, is because of the 180k in inducements. The teams with the cheaper stars could in theory take a star player for free rather then take any skills.
Posted: Thu Sep 07, 2006 4:54 am
by Jonny_P
Do you think some skills should cost more than others? Maybe make skills that are not usually selected 10k, while common skills chosen like Block and Dodge for example are 50k. This would probably require lots of playtesting so maybe not.
Posted: Thu Sep 07, 2006 9:58 pm
by besters
Just got back from Budgetbowl, they used a 1,100,000 gp team base, but allowed the buying of skills at 50,000 gp each in this value.
For me it seemed to work very well, a nice twist on normal team selection.
Besters
Posted: Thu Sep 07, 2006 11:01 pm
by rodders
would work really well if you want hiddeous players everywhere like 180k for a s4 wardancer or a zon side with 10 blodgers
like what besters said when i did the budget bowl last week we decided on a 110tv team where you can buy "normal" skills for 50k (similar to how you do for mercanries) but these players are then considered to have peaked it made for some interesting team rosters and very close games. We scored it 5 point for a win 3 for a draw and had 3 people on 18 points at the end of the day with quite varying rosters
Posted: Thu Sep 07, 2006 11:37 pm
by Lycos
100% agree with both Besters and Rodders. The three players equal at the end had completely different rosters to each other. Harriet spent all 110, Leo spent 105 and a skill, I spent 950 and 3 skills.
We all ended up with 3 wins, 1 draw and all rosters felt well balanced.
Posted: Fri Sep 08, 2006 9:16 am
by Willi
Kakistos wrote:Do you think some skills should cost more than others? Maybe make skills that are not usually selected 10k, while common skills chosen like Block and Dodge for example are 50k. This would probably require lots of playtesting so maybe not.
Problem with that is that it favours teams like Dwarfs, Amazons and Norse as they have lots of common skills (block, dodge) and could buy lots of others like diving tackle and this way have lots more skills than any other team that needs block can get. So I see serious problems there although it sounds interesting.