Skills From The Tournament

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SillySod
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Skills From The Tournament

Post by SillySod »

Hello all, especially you, and welcome to an installment of topics (well, two) based on ideas and bits and pieces gathered up from the GT. Its very definately not all my own thinking so it might even be a worthwhile read :o :)

First up the skills and skill adjustments because skills are fun.

Mighty Tackle (S) - this player is a mean tackler and knows how to bring opponents down hard as they turn and run or try to rush past. If an opposing player leaves their tackle zone and fails the dodge then add 1 to either the resulting armour or injury roll.
I like this skill alot, somehow it feels right.

Proffesional Dive (G) - a liar to the core this player is excellent at getting opponents sent off. Instead of an action they may place themselves prone and make an adjacent opposing player roll to see if they get sent off.
Add move to this? make it only work vs DPs? add potential risk if the player gets sent off and gives the diver a "nudge"?

Stunty - modify stunty skill - a player with stunty may use their strength (diminutive size) to dodge instead of their agility. The player must roll over their strength to make the dodge. This dodge roll ignores tacklezones and may only be affected by the dodge skill.
The idea here is to make agility 4 stunty less team making/breaking although its still excellent.

Roll Opponent (G) - rather than making a block the player may push an adjacent prone player back one square according to the normal pushback rules.
Just to add that extra element to the positional game, notice that you can roll a friendly player as well as surf opponents refusing to stand. A handy skill for when there are lots of prone players effectively blocking a pathway.

Blatent Foul (S) - The player may make an extremely nasty foul. When fouling the player may declare that they are making a blatent foul, this is an ordinary foul action but they may add +2 to either the armour or injury roll. This stacks with dirty player. However this kind of foul is pretty obvious and the player is automatically sent off, if they would normally have been sent off then they also miss the next game. In event of GTR the opposing crowd remove them although they will be fine at the end of the game.
A killer skill, one for ogres and trolls and so on... when a troll jumps up and down on your face you're going to know :)

Something else that people noticed was the new riot. I know that it is not a frequent event but the potential 3 turns lost is crippling and can often completely kill a game for one player without any more dice being rolled.

Any feedback or balancing suggestons on the ideas would be good.

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Post by phil78 »

mighty tackle - I like this one too. Could be similar in effect to DT in stopping ag players from certain paths but can't see it being taken as a first or 2nd skill instead of block/guard/MB except for 1 or 2 players.

professional dive - needs to be some risk to the diver, either getting fouled or being sent off. It would be nice to have an anti fouling tactic now the eye has gone.

Stunty - Really dislike it, st3 stunties would lose out as they'd have to dodge on a 4+ . Are AG4 stunties really such a problem in a league?

Roll opponent - nothing against it but seems really weak and can't see why you would ever take it ovr the general skills already there.

Blatant Foul - i could live with this but can't see it being taken on big guys. maybe a big advantage to teams with S access on linemen (dwarfs/chaos) as they can more easily afford to have one of these players sent off. Are +2 modifiers allowed now? maybe make it similar to claw, an armour break on 8+ stacking with dp?

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Re: Skills From The Tournament

Post by Der_Doodle »

SillySod wrote: Stunty - modify stunty skill - a player with stunty may use their strength (diminutive size) to dodge instead of their agility. The player must roll over their strength to make the dodge. This dodge roll ignores tacklezones and may only be affected by the dodge skill.
The idea here is to make agility 4 stunty less team making/breaking although its still excellent.
Anyone else already gets nightmares abotu Gobbo and Fling teams hiring 2 extra Apothecarys each game just to rerull every normal BH result in hope of getting an -1 Strength reducement? :)

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Post by phil78 »

But ST1 is still just ST1 , 3D blocks as standard :D
Also it won't give them the improved ball handling of AG4 just the dodging

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Post by GalakStarscraper »

AG 4 stunties are not broken. And this totally removes the joy of getting an ST 3 stunty.

They are still stunty ... which means low AV and +1 to injury. If you don't like AG 4 stunties ... kill 'em.

Don't see any reason to change the skill.

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Post by whitetiger »

Mighty Tackle does have a nice feel to it. The others I could do without.

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Post by Rab »

What Galak said.

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Post by tenwit »

sheep on drugs wrote:Blatant Foul - i could live with this but can't see it being taken on big guys.
I can see the Chaos Troll on Chaos Pact teams getting it.. The Ogre and Minoatur have definite roles, but I've never seen a use for the troll beyond speed bump. If he wasn't the cheapest BG, noone would get him. But they would with this skill..

I like all of the skills. Making Blatant Foul work more like Claw instead of +2 is a good idea. It would free up a lot of players from having to assist, without making DP+Blatant Foul a guaranteed injury.

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Post by stashman »

Mighty tackle may be too good against low AV teams.

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Post by Darkson »

Mighty Tackle - Urgh! New #3 skill for Dwarf linemen, and take away the one defence when playing them. They hurt you when you fight 'em, hurt you when you try to get away.

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Post by tenwit »

They already do that. Block and Tackle. This just means that when they skill up, they get better at their core functions.

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Post by Darkson »

Yeah, but they don't modify your armour when you run (atm). Would be the death of stunty teams facing dwarfs (I'd just conced a game in a league using these rules).

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Post by Jural »

Yeah, I'm baffled by these rules. Making the armor roll on a failed dodge harder? Making Stunty immune to ag increases?

What game are you playing where Dodging is overpowering and Stunties are dominating?

I also am not OK except for Blatant foul. Adding a +3 to any roll is crazy, especially when it's potentially +4 to a niggled player. Considering AV rolls can already be made almost trivial, there's no reason for this roll. If the rule were changed to an AV (foul ONLY) re-roll or setting the AV to AV 7 or 8, I'd be on board, however.
Fouling could use a mini-boost.

Professional Dive is one I fear won't work with Inducements. Put three of these guys on the line and have them dive next to Morg N'Thorg. 40% of the time or more Morg gets sent off! That's a massive loss of TV. It would be awesome to use against the Beast of Nurgle as well. It needs some drawback, and just going prone isn't good enough. Conceptually I like it (a skill where a player takes a dive) but it needs a better risk vs. reward.

Roll opponent is interesting. I'd probably say you need to push the player into an unoccupied square on the pitch, however. crowd surfing prone players makes the sidelines too deadly... is that really necessary?

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Post by fen »

Guys, you want to re-read the Stunty one.
Stunty - modify stunty skill - a player with stunty may use their strength (diminutive size) to dodge instead of their agility. The player must roll over their strength to make the dodge. This dodge roll ignores tacklezones and may only be affected by the dodge skill.
The caveat 'may' is in there, so you can still use your AG when dodging. :lol: Have to love that wording, which makes the ST condition meaningless..

I wonder who on earth actually feels that stunties are so powerfull that they need to nerf the rare ones that get something good. Even Skinks and Goblins on the Orc team aren't that much of a problem.

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Post by phil78 »

Fen - Silly's suggestion is that if the stunty uses their ag they don't get to ignore any tacklezones so it'd only be 2+ dodges when not dodgin into any tacklezones.

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