My View on the LRB and third edition (longish)
Posted: Tue Feb 24, 2004 5:59 pm
Ya this again.
I have been playing the LRB for probably over a year now (if memory serves correctly) and so far are am pretty happy with the LRB but I do see room for improvement and here it is.
a. I miss the cards.
I have said this before on other threads and realise that a lot of people think it adds an element of luck they don't like but the way I see it this game requires you roll dice and dice rolling is luck unless your dice are weighted. In the end I think it brings several elements to the game that no longer exist.
I played several teams over the last year and for the last two months I have been using woodelves with a 13-2 record. The two losses? Both were from multiple Blitzes rolled on the kick off table (two at a key moment back to back in one game and three thrown in the other game one in each half and one in overtime). I don't ming losing because someone throws a lot of 10's for kick off table results but with the cards removed from the game and wizards the way they are now there is no possible recourse. And this illustrates a point...getting rid of the cards did not get rid of the luck factor. Luck is still a huge factor.
b. The ageing table I am no fan of but I realise that there is no other way to level teams since the whole game has become much more "kiddified" but in the end whats the difference if my guy gets aged or he gets assassinated or dropped into a pit and injured? Again, I prefere the cards effect. It kinda sucks to age right after an advancement roll "Oh great I got a new skill, rats I rolled minus one strength on the ageing table". Niggle means pretty much dead because of the amount of ones I roll in my book but others seem to not mind it. If one of my players gets a Niggle that almost always means dead. So the ageing table kills a lot of my players.
c. The handicap table is pretty lame with few results actually making a difference in the game.
d. Traits...I think the jury is still out on this but I mention it only because I see a potential problem here. I don't mind traits but the more traits there are the less options I have. Also, new players who have not played before there were traits sort of use the trait status of a skill to argue its power. I can't figure out why this is the case because block and guard aren't traits yet? Traits seem to stop some combos but I never found this to be a huge problem in third (maybe because of the foul fest 3rd was and the fact you needed more then one skill). Sure, not having the ability to get Jump Up on Treemen and Mummies is good but pro? Common!
I have really bad luck with dice and I have a team of dwarves that played 25 games and only had three doubles rolled over that time and one of them died. Consequently, my players looked very similar.
All, in all the cards and the winnings table is what I think 3rd edition did better but the LRB corrected several things that kinda suck about third.
a. 3rd edition was foulfest. Dirty Player was king because it was an easy way to remove a player from the pitch and get SPP's. A little too effective but I could live with it. I like the IGMEOY but I still think you should get Casualties SPP's for fouls and pushing players off the field. I think there should be a little incentive to foul, this is Bloodbowl after all not nerfball.
b. Diving Tackle was an abusive skill in third. I like the new one.
c. At first I didn't like it but the kinder gentler Frenzy I now prefere over the 3rd edition frenzy.
****All in all I think the LRB should bring back cards in one form or another, give SPP's to fouls and players knocked off the pitch, and improve the secret weapons rules to be usable with roster players.
<or> alternatively tell me to stick my opinion were the sun don't shine.
The game is fun as it is now and I would continue to play. I just think the game would be more fun with cards and a little more violence! I get attached to my players too but when you think about it, would you rather have the Troll Slayer that dies from tackling an expoding player on the pitch or the one that retires due to a -1 ST result on the ageing table right after he rolls an advancement? 

I have been playing the LRB for probably over a year now (if memory serves correctly) and so far are am pretty happy with the LRB but I do see room for improvement and here it is.
a. I miss the cards.

I played several teams over the last year and for the last two months I have been using woodelves with a 13-2 record. The two losses? Both were from multiple Blitzes rolled on the kick off table (two at a key moment back to back in one game and three thrown in the other game one in each half and one in overtime). I don't ming losing because someone throws a lot of 10's for kick off table results but with the cards removed from the game and wizards the way they are now there is no possible recourse. And this illustrates a point...getting rid of the cards did not get rid of the luck factor. Luck is still a huge factor.
b. The ageing table I am no fan of but I realise that there is no other way to level teams since the whole game has become much more "kiddified" but in the end whats the difference if my guy gets aged or he gets assassinated or dropped into a pit and injured? Again, I prefere the cards effect. It kinda sucks to age right after an advancement roll "Oh great I got a new skill, rats I rolled minus one strength on the ageing table". Niggle means pretty much dead because of the amount of ones I roll in my book but others seem to not mind it. If one of my players gets a Niggle that almost always means dead. So the ageing table kills a lot of my players.
c. The handicap table is pretty lame with few results actually making a difference in the game.
d. Traits...I think the jury is still out on this but I mention it only because I see a potential problem here. I don't mind traits but the more traits there are the less options I have. Also, new players who have not played before there were traits sort of use the trait status of a skill to argue its power. I can't figure out why this is the case because block and guard aren't traits yet? Traits seem to stop some combos but I never found this to be a huge problem in third (maybe because of the foul fest 3rd was and the fact you needed more then one skill). Sure, not having the ability to get Jump Up on Treemen and Mummies is good but pro? Common!
I have really bad luck with dice and I have a team of dwarves that played 25 games and only had three doubles rolled over that time and one of them died. Consequently, my players looked very similar.
All, in all the cards and the winnings table is what I think 3rd edition did better but the LRB corrected several things that kinda suck about third.
a. 3rd edition was foulfest. Dirty Player was king because it was an easy way to remove a player from the pitch and get SPP's. A little too effective but I could live with it. I like the IGMEOY but I still think you should get Casualties SPP's for fouls and pushing players off the field. I think there should be a little incentive to foul, this is Bloodbowl after all not nerfball.
b. Diving Tackle was an abusive skill in third. I like the new one.
c. At first I didn't like it but the kinder gentler Frenzy I now prefere over the 3rd edition frenzy.
****All in all I think the LRB should bring back cards in one form or another, give SPP's to fouls and players knocked off the pitch, and improve the secret weapons rules to be usable with roster players.
<or> alternatively tell me to stick my opinion were the sun don't shine.

