"Random" BB
Posted: Wed Mar 22, 2006 5:03 pm
I played a one-off versus a friend of mine recently and we devised a completely "random" set of rules to create rosters to play our game. While it was a lot of fun, it was a LOT to keep track of during the game not to mention took forever to set up. But I thought I'd share it in case anyone was interested in spicing up a game sometime
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Players
Each team is given 11 players. The stats of these players are rolled accordingly...
MA: 1d6+1
ST: 1d6
AG: 1d6
AV: 2d6
Skills
Each player is given 1d4-1 (0-3) skills which are then randomly generated via a d6x roll for each of those skills.
10's digit
1 = General
2 = Agility
3 = Passing
4 = Strength
5 = Mutations
6 = Racial Characteristics
1's digit
1-# = roll an appropriate die within the category to determine which skill from that category the player receives. Reroll "misses" which would not give a skill if using a die with more numbers on it than skills in the category, and reroll any result which would give the same player the same skill more than once.
Fan Factor & Rerolls
FF = 2d6
RR = 1d6
Apoth
Both teams are given an Apo for free
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The process can result in some extremely unbalanced players, but it's also a hoot rolling up stats as well as skills for the players (I had a 2/1/1/12 player with Mighty Blow, while my opponent had THREE players with TTM and none with Stunty
).
Despite the pseudo-Big-Guys and worse-than-a-snotling players we ended up fielding, we surprisingly ended with only 1 cas being inflicted the entire game and my opponent ended up defeating me 1-0 at the end of the game. Unfortunately it seemed like any player with high agility never had high movement, and any player ever near the ball may have high movement or strength but agility in the toilet.
So the ball really didnt end up ever moving very far in most of our game.
Stupid idea? Absolutely. But definitely good for a laugh on an otherwise boring night

---------------------------------------------------------
Players
Each team is given 11 players. The stats of these players are rolled accordingly...
MA: 1d6+1
ST: 1d6
AG: 1d6
AV: 2d6
Skills
Each player is given 1d4-1 (0-3) skills which are then randomly generated via a d6x roll for each of those skills.
10's digit
1 = General
2 = Agility
3 = Passing
4 = Strength
5 = Mutations
6 = Racial Characteristics
1's digit
1-# = roll an appropriate die within the category to determine which skill from that category the player receives. Reroll "misses" which would not give a skill if using a die with more numbers on it than skills in the category, and reroll any result which would give the same player the same skill more than once.
Fan Factor & Rerolls
FF = 2d6
RR = 1d6
Apoth
Both teams are given an Apo for free
---------------------------------------------------------
The process can result in some extremely unbalanced players, but it's also a hoot rolling up stats as well as skills for the players (I had a 2/1/1/12 player with Mighty Blow, while my opponent had THREE players with TTM and none with Stunty

Despite the pseudo-Big-Guys and worse-than-a-snotling players we ended up fielding, we surprisingly ended with only 1 cas being inflicted the entire game and my opponent ended up defeating me 1-0 at the end of the game. Unfortunately it seemed like any player with high agility never had high movement, and any player ever near the ball may have high movement or strength but agility in the toilet.

Stupid idea? Absolutely. But definitely good for a laugh on an otherwise boring night