Agility skill tweaks: Dodge, Sure Feet, Sprint
Posted: Sun May 13, 2012 12:13 pm
What has dodging got to do with not stumbling?
- amazons and stunties keep dodge, sure feet is an obvious first skill up
- human catchers get sure feet and catch; human throwers get sure hands and pass. Thus the template is established
- centaurs get sprint only
- slann get a leap reroll
- wardancers now need nerfing more than ever!
Dodge (Agility)
A player with the Dodge skill is adept at slipping away from opponents, and is allowed to reroll the D6 if he fails to dodge out of any opposing player's tackle zones. However, the Dodge skill may only be used once per turn. In addition, opposing players may not follow-up blocks made against this player even if the Dodge player is knocked down. The opposing player may still continue moving after blocking if he declared a Blitz action.
Sure Feet (Agility)
A player with sure feet rarely loses his footing, and is allowed to reroll the D6 if he fails to complete a leap action. In addition, the Sure Feet skill, if used, affects the results rolled on the Block dice, as explained in the Blocking rules (see page 10).
Sprint (Agility)
A player with the Sprint skill is capable of a great turn of pace, and is allowed to reroll the D6 if he is knocked down as a result of attempting to Go For It. The Sprint skill may only be used once per turn. In addition, the player may attempt to move up to three extra squares rather than the normal two when Going For It. His coach must still roll to see if the player is knocked down in each extra square he enters.
- amazons and stunties keep dodge, sure feet is an obvious first skill up
- human catchers get sure feet and catch; human throwers get sure hands and pass. Thus the template is established
- centaurs get sprint only
- slann get a leap reroll
- wardancers now need nerfing more than ever!
Dodge (Agility)
A player with the Dodge skill is adept at slipping away from opponents, and is allowed to reroll the D6 if he fails to dodge out of any opposing player's tackle zones. However, the Dodge skill may only be used once per turn. In addition, opposing players may not follow-up blocks made against this player even if the Dodge player is knocked down. The opposing player may still continue moving after blocking if he declared a Blitz action.
Sure Feet (Agility)
A player with sure feet rarely loses his footing, and is allowed to reroll the D6 if he fails to complete a leap action. In addition, the Sure Feet skill, if used, affects the results rolled on the Block dice, as explained in the Blocking rules (see page 10).
Sprint (Agility)
A player with the Sprint skill is capable of a great turn of pace, and is allowed to reroll the D6 if he is knocked down as a result of attempting to Go For It. The Sprint skill may only be used once per turn. In addition, the player may attempt to move up to three extra squares rather than the normal two when Going For It. His coach must still roll to see if the player is knocked down in each extra square he enters.