New skill "Feign Death"
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New skill "Feign Death"
By taking this skill you cannot be fouled by the opposing team as you are lying on the ground as they think the work has already been done. This would probably be an Agility Skill so the weaker players have some form of survivability. I would go further and say the entire Halfling team should possess this skill in addition to Dodge and Stunty. Also if this player fails to stand on the next turn then he is removed from the Pitch as he is carted off the field.
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I don't know about the halfling thing. I don't know about other coaches, but I generally don't foul halflings. The gain/loss ratio doesn't really seem to be in my favor. Plus, I'd much rather they get up so I can attempt to injure them again for the spp.
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-Daefaroth
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If used at all, it would have to be some kind of trait, perhaps like stunty, that only small weak players could get. Other agility players, Dark Elves, High Elves, Skaven, don't really need it. And since I'm arguing for other improves to all elves, I'll let this one pass.
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It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
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I still just don't like this skill for some reason. As I stated above I don't foul stunties off the board I block them off the board. As per tying it to stunty, don't forget that stunties are meant to be fragile and Halfling Goblins have and always will be tier 3. Plus, I can't think of any other stacking skills that state that player must have skill a before he can get skill b. Making it a trait type skill seems counter intuitive to me.
If you think you need a skill to protect the stunties from fouls, but don't want it overpowering stronger ag players, how about this:
Play Dead (Agility)
A player with this skill is so good at pretending they are injured that the field staff will actually throw them back in the dugout. If a player with this skill is stunned or placed prone, the coach has the option of removing them from the field and placing them back in the reserves box.
This way you can protect your stunties, but it won't be called an overpowering skill on other players, because of the cost involved in using it.
If you think you need a skill to protect the stunties from fouls, but don't want it overpowering stronger ag players, how about this:
Play Dead (Agility)
A player with this skill is so good at pretending they are injured that the field staff will actually throw them back in the dugout. If a player with this skill is stunned or placed prone, the coach has the option of removing them from the field and placing them back in the reserves box.
This way you can protect your stunties, but it won't be called an overpowering skill on other players, because of the cost involved in using it.
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-Daefaroth
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I'd make it an aquired skill. Perhaps use the rule pretty much as written by Daefaroth, but add they have to have the stunty trait in order to get it. There are other skills that have caveats similiar to this. Frenzy and Grab come to mind right off. That way a coach has to use a skill up to get it, so it isn't automatic for every little guy, but it is limited to only the smallest most vulnerable players.Daefaroth wrote:I still just don't like this skill for some reason. As I stated above I don't foul stunties off the board I block them off the board. As per tying it to stunty, don't forget that stunties are meant to be fragile and Halfling Goblins have and always will be tier 3. Plus, I can't think of any other stacking skills that state that player must have skill a before he can get skill b. Making it a trait type skill seems counter intuitive to me.
If you think you need a skill to protect the stunties from fouls, but don't want it overpowering stronger ag players, how about this:
Play Dead (Agility)
A player with this skill is so good at pretending they are injured that the field staff will actually throw them back in the dugout. If a player with this skill is stunned or placed prone, the coach has the option of removing them from the field and placing them back in the reserves box.
This way you can protect your stunties, but it won't be called an overpowering skill on other players, because of the cost involved in using it.
Reason: ''
It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
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Yeah, I know some goblin players that would be pretty upset if wardancers could feign death, afterall, they spent the whole game getting that sucker on the ground, they'll want to kick him a good seven or eight times before he stands up.
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Casualty table result: 68-Dead
Reroll with apothecary
New Result: 68-Dead...nuffle hates me
Reroll with apothecary
New Result: 68-Dead...nuffle hates me
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I'm not sure the skill fits with the whole nature of Blood Bowl, but I will say I don't think it's over powered. You are wasting a skill advance to make a player possibly un-foulable.
I'd say the skill should be this: When a player is placed prone for any reason, even if he is stunned, he may declare that he is feigning death. Roll a d6. On a 1, the opposing players aren't fooled, and any foul attempts on the player are resolved as if the fouler had Dirty Player. On a 2-5, the player may not be fouled until his next action. A roll of a 6 indicates the player faked his injuries too well, and is carted off the field to the Reserves. This roll can never be re-rolled. Players with Sneaky Git are never fooled by Feign Death, and can foul the player normally.
That seems fair enough, I'm sure that wouldn't be overpowered.
I'd say the skill should be this: When a player is placed prone for any reason, even if he is stunned, he may declare that he is feigning death. Roll a d6. On a 1, the opposing players aren't fooled, and any foul attempts on the player are resolved as if the fouler had Dirty Player. On a 2-5, the player may not be fouled until his next action. A roll of a 6 indicates the player faked his injuries too well, and is carted off the field to the Reserves. This roll can never be re-rolled. Players with Sneaky Git are never fooled by Feign Death, and can foul the player normally.
That seems fair enough, I'm sure that wouldn't be overpowered.
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I can go with this. I mostly didn't like the thought of a skill that always prevents a standard action. The die roll looks good, and I especially like the note for Sneaky Git.Jural wrote:I'd say the skill should be this: When a player is placed prone for any reason, even if he is stunned, he may declare that he is feigning death. Roll a d6. On a 1, the opposing players aren't fooled, and any foul attempts on the player are resolved as if the fouler had Dirty Player. On a 2-5, the player may not be fouled until his next action. A roll of a 6 indicates the player faked his injuries too well, and is carted off the field to the Reserves. This roll can never be re-rolled. Players with Sneaky Git are never fooled by Feign Death, and can foul the player normally.
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-Daefaroth
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that's very good. Helps protect some of those little guys without being overpowering. I'd still add a line that only players with the stunty skill can get it. I don't think skaven or any elves need it.
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It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
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What version of the rules are you using? No spp for fouls in the standard rules. If your league house ruled it, then that logic fails to apply to anyone else.Kroliatar wrote:Well done Daefaroth, I could go with this. In the league I play if you foul and cause injury you are awarded star player points, so there are occasions when stunty types are fouled. Its a brutal league and players lifespans are pretty short.
Casualties (CAS): If a player causes an opposing player to be removed as a Casualty then they earn 2 Star Player points. The points are only earned if the player blocks an opponent or is blocked by an opponent himself. Casualties inflicted in any other way (including injuries inflicted by the crowd or from attacks with chainsaws, bombs, or the Stab skill) do not count for Star Player points.
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-Daefaroth
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Early on when Bloodbowl first came out, fouling a player and causing a casualty resulted in star player points. When the rule was changed we decided in the spirit of the game we were going to stick with the original rule. We decided as a gaming group that we were largely in favor of keeping the "Blood" a large part of the actual game. Im sure every gaming group is different and there is no right or wrong way to play the game as long as you are having fun.
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