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Skill Tiers in League Play

Posted: Thu Jun 19, 2014 4:21 pm
by Fold
I'm setting up a perpetual league at my club and I'd like to incentivise a bit of variety in the skills chosen by coaches as their players level up so you don't see the same skills and combos on every player.

I've noted that some tournaments where starting skills are allowed class certain skills as "Tier 1" and then have them cost more, and am intrigued as to whether anyone has thought about or tried porting this idea of skill tiers into a league environment

Options I've considered so far...
  • Make lesser skills cost just 10k in player value.
  • Make tier 1 skills cost 30k in player value whether they are taken on a double or not
  • Make tier 1 skills cost 30k, or 40k if they are taken on a double
  • Make tier 1 skills cost 10,000 GP as well as adding player value
  • Players must alternate learning tier 1 skills with other skills
  • Forbid any player in a team (other than rookies) having the same skill set

Re: Skill Tiers in League Play

Posted: Thu Jun 19, 2014 4:33 pm
by mzukerman
This is a really interesting thought. My main caution is that teams are evaluated in their tiers by what their skill access is. If you change the cost of that skill access, it tends to change the tiers and desireability of those teams. So you may be skewing your league towards a lot of Amazons, Norse and Dwarf teams because of the basic dodge/block access that they get. Teams like Chaos and Lizardmen that only have two types of players (not including big guys) will be chosen less often because it would be harder to skill them up in this system. Stunty teams would be killed in this because many of their players only have access to one set of skills.

Law of Unintended Consequences...

Re: Skill Tiers in League Play

Posted: Thu Jun 19, 2014 4:34 pm
by mzukerman
Actually, the more I think about this, maybe the way you want to go is the Both Down route - random skills. That will achieve the desired effect and if you get lucky, you'll really treasure that you rolled Block or Mighty Blow or Dodge.

Re: Skill Tiers in League Play

Posted: Thu Jun 19, 2014 4:45 pm
by Fold
Good point. That certainly rules out option 6 on my original list. Unless it becomes "a player with 3 or more learnt skills can't have the same skill set as another player on the team", which woud mean for two level ups you're unrestricted, but after that you have to start specialising players. Would this address that problem do you think?

As for random skills... it's an intriguing idea and I will float it. I worry that picking skills or having some level of influence over the decision is one of the most fun parts of the game, so perhaps "roll twice and pick one" would work.

Re: Skill Tiers in League Play

Posted: Thu Jun 19, 2014 5:15 pm
by mzukerman
I believe that they pick a group and then roll randomly within that group. They covered it on one of their episodes, I don't remember which one, but if they see this thread, they can comment.

Re: Skill Tiers in League Play

Posted: Thu Jun 19, 2014 6:26 pm
by Wifflebat
I just listened to it. They pick 6 skills from within a group and roll 1-6 for that.