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wages

Posted: Fri Apr 02, 2004 1:30 pm
by miguel77
Just an idea to maybe help with negative winnings. In the 2nd edition teams recieved a match fee and had to pay there players, unpaid players got dischantment points and had the possibility to leave as free agents.

So how about for every 10k that your treasury is in debt either 2 lineman or 1 positional players is not paid, coaches chioce. Unpaid players get 1 dischantment point. In the player purchases phase the coach rolls a d6 for each dischanted player, if the roll is less than the current number of points the player leaves the team to become a free agent. Dischantment points can be removed by the coach by paying the player 10k per point.

Posted: Fri Apr 02, 2004 6:47 pm
by gken1
NOOOOOOOOO! appearance fee's suck---didn't work in 4th edition and should remain in whatever hole you found it in.

Posted: Fri Apr 02, 2004 7:15 pm
by miguel77
its not really an appearance fee its a way to handle clubs who go in to debt with the negative winnings rule, if u cannot afford you choose which players are not paid

Posted: Fri Apr 02, 2004 8:54 pm
by gken1
still another thing to keep track of. I doubt negative winnings will even hit most teams.

Posted: Sat Apr 03, 2004 9:30 pm
by Smeborg
Just to say that I think Appearance Fees were a very valid idea by JJ - he just set the level of fees way too high.

Cheers

Posted: Sun Apr 04, 2004 8:57 pm
by Teabag
I'm all in favour of wages, provided we get rid of aging and the whole negative winnings table, otherwise as gken1 points out it's going to make a huge amount of more bookkeeping.

I'd offer something different, like each game you have to pay each player a hundreth of his original value, plus another 10 gp for each SPP he has. So a novice Goblin will only need 400 gp per match but a Wood Elf Wardancer with 50 SPPs will need 1700 gp per match.

A novice Human team consisting of 7 Linemen, 1 Thrower, 2 Catchers, and 3 Blitzers would have a weekly wage bill of 8,300 gp.

You could also add in wages for assistant coaches and cheerleaders.

And if you can't pay at the start of a match, the players you don't pay refuse to play. If you don't pay any player more than three times a season he leaves the team. Or something like that. :lol:

Just a rough idea, thinking of the top of my head. :wink:

Terri

Posted: Sun Apr 04, 2004 11:06 pm
by Mirascael
I've started with 2nd edition, played in several leagues but then abandoned BB for Magic the Gathering. Coming back to 4th edition the income-table alienated me at first. I must admit though that I have become used to it meanwhile. I like that combination of FF, TR and winnings. If negative income, freebooted apoths and an extended incometable became official ageing could be abandoned and teams would level out automatically depending on their FF. I'd like that more than complicated wages.

Posted: Tue Apr 06, 2004 2:19 am
by Shadow Monkey
The closest I ever came to using any sort of wage system was to treat purchasing a player as a 5-year/season contract. What you pay for the player is the amount that player is paid for 5 seasons. The only thing you have to keep track of is how many seasons that player has been on your team. If he lives for 5 seasons, you have to repurchase him (at an increased salary by figuring in skills and traits he has gained on top of his normal price), replace him, or simply lose him.

It was kinda a way for coaches to create their own star players. If a coach let a player go, that player became part of the list of star players.

I also had a formula (which I can't find at the moment) for a coach to have his team get a bonus at the end of 5 seasons so they wouldn't get totally hosed after 5 seasons. It was something like 1d6 per fan factor times 10k or something like that.

Posted: Tue Apr 06, 2004 3:32 am
by duff
A simpler way to handle negative winnings would be, if negative winnings is more than treasury, 1 player gets "short changed". The coach chooses which player is affected and needs to roll more than the negative winnings on (2d6?) or the player quits.

Posted: Tue Apr 06, 2004 4:23 am
by Skummy
Negative winnings and upkeep seems like a lot of work and change to mimic Aging. I've not heard of teams getting really out of control with the current system, so why change it?

Posted: Tue Apr 06, 2004 2:03 pm
by ScottyBoneman
Skummy wrote:Negative winnings and upkeep seems like a lot of work and change to mimic Aging. I've not heard of teams getting really out of control with the current system, so why change it?
I would be great to have a clean system. I just hate tainting a very fun part of the game. I have a Str4 WarDancer and curse when he gets a MVP now.

Posted: Tue Apr 06, 2004 4:10 pm
by Skummy
ScottyBoneman wrote: I would be great to have a clean system. I just hate tainting a very fun part of the game. I have a Str4 WarDancer and curse when he gets a MVP now.
Well, that's kind of the point, isn't it? Uber players can't be protected - everyone has to face down aging at some point and it encourages player turnover.

Posted: Tue Apr 06, 2004 4:23 pm
by ScottyBoneman
Skummy wrote:
ScottyBoneman wrote: I would be great to have a clean system. I just hate tainting a very fun part of the game. I have a Str4 WarDancer and curse when he gets a MVP now.
Well, that's kind of the point, isn't it? Uber players can't be protected - everyone has to face down aging at some point and it encourages player turnover.
It is the point, but he got the +1 Str in his first skill and I have been dreading every skill since which wasn't I am sure. This is coloured by the fact that on the same team in the 1st 3 games I had 2 players get Nigs Ageing on their first skill.

Posted: Tue Apr 06, 2004 5:34 pm
by Skummy
Well, that's the nature of randomness. I've seen some teams get hit hard early by aging, and others hardly notice. I'd rather see a random system than a system in which coaches can pay to protect their uber players.