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a new game

Posted: Fri Jun 18, 2004 1:09 pm
by Agg_toaster
hi me and a friend of mine are tottaly redoing the game (mostly for fun) and we are basing it on d20's we both thought this would make it easier to bring the stats of the teams closer and still let the teams have there advantages. i would like to hear ne suggestions that you would like to see in the game (or out) or rules to add/remove, and things like that thanks for the help

Posted: Fri Jun 18, 2004 1:48 pm
by Joemanji
Nice idea, but you would have to rebalance the entire game from the ground up. Without 20 years of playtesting experience, I doubt you will ever make a better game. :D Fun to mess about with though, I'm sure.

Posted: Fri Jun 18, 2004 2:07 pm
by agg_toaster
really 20 years of play testing went in to blood bowl??

Posted: Fri Jun 18, 2004 2:10 pm
by Joemanji
From 1st edition to now, yes. The game we have now is dependent on all those years of testing. :)

Posted: Fri Jun 18, 2004 2:31 pm
by agg_toaster
well fair play then but i think we can make a go of it plus ive we naf else to do yes that bored! :D plus with you guys out there u neva know if we get6 summut of a game out there and ppl like it u can all play test it if loads off ppl hav a go it wont take long to get that playtesting up :D

Posted: Fri Jun 18, 2004 2:32 pm
by Relborn
Well and not always the best aspects of the game were kept/ taken over to the next version... :(

Posted: Fri Jun 18, 2004 3:08 pm
by Thadrin
Go ahead if you think you can pull it off...but I doubt GW would ever even dream of it. They don't have any system that uses D20s that I know of.

By the way...l337 / TXT speak is REALLY annoying. Its surely not too much effort to write the full word is it? You should register as a user, not a guest, too.

Posted: Fri Jun 18, 2004 4:31 pm
by Munkey
I always thought Necromunda would have been better with D10's for a bit more subtle stats variations.

BB though, it's perfect with D6's.

Posted: Fri Jun 18, 2004 5:57 pm
by KLK
Blood Bowl D20...

sound nice, but is impossible...

we try to do that once, but is... well, silly. BB is a game that works good with D6, and a player with MO8, FU18, AG16, AV20, is just to difficult to manage with the current game set.

if you want to try, first, try to create the players with D&D stats, and you understand what I mean.

Posted: Fri Jun 18, 2004 8:44 pm
by Shadow Monkey
Impossible? No. Difficult, well, yeah. Making a d20 Blood Bowl would require redoing a lot. But maybe not as much as you may think. If you are well-versed in the d20 system from Wizards of the Coast, then a lot of the work is already there. The d20 system provides a lot of the "physics" of the game. Adjust some of the skills and traits in Blood Bowl to become Feats in the d20 version, and you've got a good start.

Blocking in Blood Bowl would pretty much be like a Bull Rush in D&D. Taking the Improved Bull Rush feat would be like having the Block skill. The Dodge skill in Blood Bowl would be like the Mobility feat in D&D. The Sprint skill in Blood Bowl would be like the Run feat in D&D. You see? A lot of it is already done. Heck, the average movement of a human in D&D is 30', or 6 spaces. The same number of spaces as a human lineman.

I agree that it may not run as smoothly as Blood Bowl, but ya never know. Blood Bowl runs on a good balance of simplicity and a good number of options. The d20 system isn't really a lot more complex, and has a lot more options.

I am quite certain GW won't make the change no matter how well the game plays. That's no reason not to do it. Here's my advice, however. Don't try to make Blood Bowl d20. Doing so will limit your imagination. Make your own game based loosely on Blood Bowl and the d20 system. Use Blood Bowl as inspiration, and the d20 system as a basis for mechanics, and take the game where you want it to go.

Posted: Sat Jun 19, 2004 12:49 am
by Xtreme
Make your own game based loosely on Blood Bowl and the d20 system. Use Blood Bowl as inspiration, and the d20 system as a basis for mechanics, and take the game where you want it to go.
Sounds like great advice. :D

Posted: Sat Jun 19, 2004 6:44 am
by Pardus
if you wanted to use larger dice for blood bowl i'd suggest trying D12's first then after you have the hang of that see if it can be go up to D20's

Posted: Sun Jun 20, 2004 6:39 pm
by Skummy
Oddly enough, 12's are used in some other GW products like Dungeonquest. Does Talisman use it too?

Anyway, it would be interesting to convert BB over to a d 12 system. I think it would be a pretty clean conversion. Getting the percentages correct would clearly be the big hurdle.

Posted: Sun Jun 20, 2004 7:14 pm
by Colin
If you want a bigger range, why not use a d8 as one comes with the game anyway, and the scale would be a little more similar to 2ed where ST did go up to max of 8. If you did a chart like the one used in BB, but using 1-8 instead of 1-6, it would probably work (a stat of 1 would need a roll of 8 to work, 2 would need to roll a 7+, 3 needs a 6+, etc). Actually that would work for pretty much any die you want.

Posted: Tue Jun 22, 2004 6:27 am
by duff
Are you talking about using "The d20 system tm" or using bigger dice to allow more precise stepping of chances?

If you wanted to be more precise then changing to d8 simply by adding 1 to the target numbers makes the extreem stats matter a little more. All of a sudden an Agility 3 player has a better chanceof intercepting than one with 1 or 2, while and AG 5 makes a difference for basic dodges and catches.
You could easily make going for it progressive, so 1 is easier than befor while the second is riskier and a 3rd would really be pushing it.

It would reduce the percentage difference b/w AG 3 and 4, so the Elf coaches will complain of course :D

For blocking, you could either keep the block dice or add a couple of results eg "defender pushed back, attacker may not follow up unless they have tackle" and Both down regaurdless of block skill.