Luck and fundamental changes to BB
Posted: Sun Oct 31, 2004 10:35 pm
Just played in the bubble tournament. didn't do too bad, 3-1-2 with Amazons.
But there are a few things i really hate about the game. Most of them have to do with Luck. or not being lucky, or my opponent being lucky.
Those are the obvious ones.
But i also hate winning BECAUSE my opponent rolled 1-rr-1. Or DoubleSkulls-rr-Doubleskulls, at the wrong moment.
I think a good game is a game in which there could be a bit of chance, but in which tactics and strategy are way more important.
Bloodbowl has a good deal of that ofcourse. But i think it should be more. And it can be with some very simple solutions.
I like the bb-games best in which everyone made all the important 50+% rolls (counting rr) and everyone misses all their important 40-% rolls. In those cases no strange things happen but it is actually about coaching-skill. Usually very tense games, those are the most fun ones. (don't get me wrong i can laugh about a halfling team making 3 interceptions, but still..)
Who hasn't played a perfect match, and has a perfect defense going, only to lose because your opponent makes 7 rolls in one turn that are completely against odds?
(i had someone roll 5+, 3dmychoice, ball scatters to 1 of the 3 "good places of 8", 4+, 4+, 2+, 5+, 3+, to stop my win, and all were necesary, Nuffle Sucks)
I hate to lose when someone just goes off wandering with a lonely ballcarier into my field, and i only need to roll a 2+ with RR to get a 2d block against him. If i get him down, he won't win...
1-rr-1. Losing against a coach with that kind of tactics..well...don't like it much...
Anyway that was the ranting part.

Now...
I thought of some solutions to get a big part of Luck out of the game.
Quite fundamental changes mostly, so i doubt anyone will like them at first, but i would like to hear your opinions anyway.
At this point i haven't thought much about what the suggestions will do for balance between teams, but the changes are so fundamental that it could very well be to get the balane back you need to change some rosters.
1) What is with this "6 always works" stuff? There are some things a mummy just CANNOT do. Why would you want to give people even more chances of rolling that 6 when they need to,...
I would scrap that. need to roll a 7+? Too bad, that is impossible on a d6.
2) When 2 coaches of about equal strength in an even game play eachother and 1 of them makes an interception at the right moment, he has usually won.
Why would you want to make the outcome of the game dependant of one roll that just has to be a 5+/6+ at that very moment? The chance of interception is small, but it is still very possible at 33 or 12%.
If I need that roll at that very moment to equalize or win, my opponent was probably the actual better player and deserves the win (or the draw, if that is what he was playing for)
My solution would be to get rid of Interception. (or partly. something like: only players with catch and/or passblock can attempt to intercept.or "you can burn a RR to try to intercept" )
or another option: you can burn a RR to make an interception fail.
3) If i need to do something to stop my opponent/score that requires a 6 somewhere than my opponent plays so good a game that he should win.
My proposal: anything that can ONLY happen when you roll a 6 is an automatic failure.
4) for the 1-rr-1 problem. How about giving more tactical options for your RR's. Instead of using a RR for an extra roll, you can also use a rr for +1 on your dice.
(i know this actual rule will make elves a lot better, so some changes need to be made there, either adjustments to the rule, or a different solution, or adjustments to elves-rosters)
5) 3d-against blocks cannot be made, or are an immediate "attacker down". your player is so frightened of the strength opposing him that he doesn't dare to try.
"you're going to do 3d-against my block-ballcarrier...WHAT???all pows???"
again, if you need to roll rolls like that to win, you just shouldn't win...
6) change that kickoff table (scrap it alltogether for tournaments?)
"Amazons receiving against dwarves. Blitz...ok, game is over i guess"
"Dwarves receiving against anyone, riot 5. Cool..0-0 or losing"
anyone against anyone: riot
"why the hell did i come to this table, if not to play..."
These are just thoughts at the moment. Nothing is playtested yet.
There are allways a few rolls/moments in a game that are decisive. If you fail against all odds, or your opponent succeeds against all odds, you can just have outplayed your opponent but still lose. hwat is the fun in that?
And don't get me wrong, i am not writing this because i lost a lot (i didn't), i will even say that a stolen win doesn't feel that good.
"yeah, i intercepted his 2+withrr-pass-2+catch-withrr for the 2-0 in turn 8 2nd half while i was in 3 tacklezones (6+), i dodged out on a 4+ and a 3+ and walked in the 1-1..."
I mean, yeah it's a beautiful action, but my opponent was obviously the better player in this game...
I mean, what is the point of trying to win if the dice can have such an influence?
(i am a huge fan of chess, diplomacy and those kind of games...(vampire as well btw) and i love BB, but it's so often that the dice decide a game instead of the players. If something could be changed about that...)
PS any resemblance to actual games is pure coincidence ofcourse

But there are a few things i really hate about the game. Most of them have to do with Luck. or not being lucky, or my opponent being lucky.
Those are the obvious ones.
But i also hate winning BECAUSE my opponent rolled 1-rr-1. Or DoubleSkulls-rr-Doubleskulls, at the wrong moment.
I think a good game is a game in which there could be a bit of chance, but in which tactics and strategy are way more important.
Bloodbowl has a good deal of that ofcourse. But i think it should be more. And it can be with some very simple solutions.
I like the bb-games best in which everyone made all the important 50+% rolls (counting rr) and everyone misses all their important 40-% rolls. In those cases no strange things happen but it is actually about coaching-skill. Usually very tense games, those are the most fun ones. (don't get me wrong i can laugh about a halfling team making 3 interceptions, but still..)
Who hasn't played a perfect match, and has a perfect defense going, only to lose because your opponent makes 7 rolls in one turn that are completely against odds?
(i had someone roll 5+, 3dmychoice, ball scatters to 1 of the 3 "good places of 8", 4+, 4+, 2+, 5+, 3+, to stop my win, and all were necesary, Nuffle Sucks)

I hate to lose when someone just goes off wandering with a lonely ballcarier into my field, and i only need to roll a 2+ with RR to get a 2d block against him. If i get him down, he won't win...
1-rr-1. Losing against a coach with that kind of tactics..well...don't like it much...
Anyway that was the ranting part.

Now...
I thought of some solutions to get a big part of Luck out of the game.
Quite fundamental changes mostly, so i doubt anyone will like them at first, but i would like to hear your opinions anyway.
At this point i haven't thought much about what the suggestions will do for balance between teams, but the changes are so fundamental that it could very well be to get the balane back you need to change some rosters.
1) What is with this "6 always works" stuff? There are some things a mummy just CANNOT do. Why would you want to give people even more chances of rolling that 6 when they need to,...
I would scrap that. need to roll a 7+? Too bad, that is impossible on a d6.
2) When 2 coaches of about equal strength in an even game play eachother and 1 of them makes an interception at the right moment, he has usually won.
Why would you want to make the outcome of the game dependant of one roll that just has to be a 5+/6+ at that very moment? The chance of interception is small, but it is still very possible at 33 or 12%.
If I need that roll at that very moment to equalize or win, my opponent was probably the actual better player and deserves the win (or the draw, if that is what he was playing for)
My solution would be to get rid of Interception. (or partly. something like: only players with catch and/or passblock can attempt to intercept.or "you can burn a RR to try to intercept" )
or another option: you can burn a RR to make an interception fail.
3) If i need to do something to stop my opponent/score that requires a 6 somewhere than my opponent plays so good a game that he should win.
My proposal: anything that can ONLY happen when you roll a 6 is an automatic failure.
4) for the 1-rr-1 problem. How about giving more tactical options for your RR's. Instead of using a RR for an extra roll, you can also use a rr for +1 on your dice.
(i know this actual rule will make elves a lot better, so some changes need to be made there, either adjustments to the rule, or a different solution, or adjustments to elves-rosters)
5) 3d-against blocks cannot be made, or are an immediate "attacker down". your player is so frightened of the strength opposing him that he doesn't dare to try.
"you're going to do 3d-against my block-ballcarrier...WHAT???all pows???"
again, if you need to roll rolls like that to win, you just shouldn't win...
6) change that kickoff table (scrap it alltogether for tournaments?)
"Amazons receiving against dwarves. Blitz...ok, game is over i guess"
"Dwarves receiving against anyone, riot 5. Cool..0-0 or losing"
anyone against anyone: riot
"why the hell did i come to this table, if not to play..."
These are just thoughts at the moment. Nothing is playtested yet.
There are allways a few rolls/moments in a game that are decisive. If you fail against all odds, or your opponent succeeds against all odds, you can just have outplayed your opponent but still lose. hwat is the fun in that?
And don't get me wrong, i am not writing this because i lost a lot (i didn't), i will even say that a stolen win doesn't feel that good.
"yeah, i intercepted his 2+withrr-pass-2+catch-withrr for the 2-0 in turn 8 2nd half while i was in 3 tacklezones (6+), i dodged out on a 4+ and a 3+ and walked in the 1-1..."
I mean, yeah it's a beautiful action, but my opponent was obviously the better player in this game...
I mean, what is the point of trying to win if the dice can have such an influence?
(i am a huge fan of chess, diplomacy and those kind of games...(vampire as well btw) and i love BB, but it's so often that the dice decide a game instead of the players. If something could be changed about that...)
PS any resemblance to actual games is pure coincidence ofcourse
