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scratch wiz/apoth/chef/necromancer/etc/etc -> super coach

Posted: Mon Jan 19, 2004 6:26 pm
by Flumox Fleebiter
Just an idea....Sometimes I, personally, get confused by what team can have an apothecary or not, wizards or not, etc....so I dreamt up this little idea of getting rid of all of them and just gonig with super coaches. The super coaches are free to the team, but they obviously can only pick one of the few available to them. You'll see that each coach was apoth, wizard, and other skills. I made a little table of coaches' abilities:

http://www.geocities.com/gjanero/coaches.htm

Just a quick draft...but basically, wouldn't it make sense and make things simpler to just roll up all of these differing coaching types into one character? The Head Coach?

[start flames here: :) ]

Posted: Mon Jan 19, 2004 10:04 pm
by Blammaham
I think it iis fine as it is, I can't really agree that it is too confusing as to which team gets what in the way of off the field staff,it is all clearly laid out in the LRB.S.

Posted: Tue Jan 20, 2004 2:34 am
by KLK
could be good, but... I love have lots of staff figures!

Posted: Tue Jan 20, 2004 2:44 am
by sean newboy
Interesting idea. Just needs follow up.

Posted: Tue Jan 20, 2004 8:17 am
by Circular_Logic
Hmm...
Wizard: (result on d6 needed to use) 5+
Does this mean, if you roll 5+ in the pre-match-sequence, you have a wizard without paying? Or do you mean, you have to roll 5+ or the money is wasted?

Posted: Tue Jan 20, 2004 10:19 am
by Kheldar
I think you don' need money at all. You can choose one of this coaches at the begginig for free. For wizards its a 5+ to see if the magic works, or its wastet for the whole game (or can be tried later on again?).

But I think the are not well balanced. The school of hard knocks together with a chaos team will be a rocker. +1RR So you can start with 3 RR and some CW or 4 RR and 1 CW and low FF. You can argue the call at 5+ so fouling should be no problem. And a fair chance of a wizard at 5+, not to forget the standart apoth.

I would like to play this, but I don't think its fair in comparison to others.

Posted: Tue Jan 20, 2004 12:41 pm
by Circular_Logic
not to mention who would take an alchemist over a rune-smith...

Posted: Tue Jan 20, 2004 12:57 pm
by Flumox Fleebiter
hehe. yeah, good points here. The details of each would certainly have to be worked out and balanced...I just wanted to post the idea to see what people thought about something like this.

Kheldar was right. No money, just a die roll to see if the coach can function as a wizard (or whichever coach skill) for that game. If you get the 5+ he can work just like a wizard as listed in the LRB. I suppose this would have to become a part of the pre-match sequence.

Posted: Wed Jan 21, 2004 11:52 am
by Pardus
funny thing is your idea makes things more confussing

Posted: Wed Jan 21, 2004 10:34 pm
by gken1
yeah i don't think i can easily figure out your system there without studying it. violiates KISS rule.

Posted: Wed Jan 21, 2004 10:45 pm
by Full_Block
Just a quick draft...but basically, wouldn't it make sense and make things simpler to just roll up all of these differing coaching types into one character?
In a word... no.