Experimental rules: Kick It

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The Doctor
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Experimental rules: Kick It

Post by The Doctor »

The experimental rule update of Kick It in the Annual 2003 are not so easy.

I've some question:

1) when the ball are kicked; at any time of movement of the player that have declared a Field Goal, or at the end of movement or at the begin of movement? This choice can change a lot this opportunity of score a point.

2) A Field Goal can be intercepted?

3) When raining there's a -1 modifier for make a Field Goal?

4) The Kick abilities that change still make the d3 square scatter for the Kick Off?

Thanks for the attention!!!

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Post by Skummy »

1. Probably declare a kick, and make it at the end of your movement just as you do with a pass action. You don't have to use all your movement if you don't want to, though.

2. Probably not, as it's not a pass.

3. Anyone's guess, but it would make sense.

4. It should provide the same benefit. It's not a D3, but a choice (after the roll no less) between a D6, or a D6 halved and rouned down. It may not sound like a big difference, but it really is.

5 - Does Nerves of Steel work on a kick?

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Sushé Wakka
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Re: Experimental rules: Kick It

Post by Sushé Wakka »

The Doctor wrote:1) when the ball are kicked; at any time of movement of the player that have declared a Field Goal, or at the end of movement or at the begin of movement? This choice can change a lot this opportunity of score a point.
The kick in the kick action is executed after moving, just like in a pass.
2) A Field Goal can be intercepted?
No, but it can be blocked (It is explained in the rules).
3) When raining there's a -1 modifier for make a Field Goal?
It suffers the wheather penalties that are applicated to passes.
4) The Kick abilities that change still make the d3 square scatter for the Kick Off?
It is not a d3, but d6/2 rounded down.

Skummy: Yes, NoS also applies to kicking, and you can pass block a kick.

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Post by The Doctor »

Where are the rules for block a kick?

If you known this rules can me explain how work? If they're online you can teach me where are and I go there.

Thanks Sushé Wakka

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Post by Sushé Wakka »

The rules used to be in www.midgardbb.com. The rules for blocking a kick are simple: If you're adjacent to the kicking player and under the throw-in template, yiu must pass an agility roll to block the kick. The roll has a basic -1 penalty and then another -1 per tacklezone the kick blocker is standing. If you're succesful, the ball will bounce from the kicker's square.

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Post by Munkey »

Sushé Wakka wrote:The rules used to be in www.midgardbb.com. The rules for blocking a kick are simple: If you're adjacent to the kicking player and under the throw-in template, yiu must pass an agility roll to block the kick. The roll has a basic -1 penalty and then another -1 per tacklezone the kick blocker is standing. If you're succesful, the ball will bounce from the kicker's square.
Just to emphasize the point I think the rules (with diagrams) on this page are clearer than the ones in the annual which I think have been cut down to fit in the book.

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Post by GalakStarscraper »

Try this ... sorry for removing it for the interim:

http://www.midgardbb.com/MBBL/MBBL_Kicking.html

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Post by noodle »

These are different from the rules in the annual - has anyone found them easier/better?

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Post by GalakStarscraper »

noodle wrote:These are different from the rules in the annual - has anyone found them easier/better?
Really ... huh ... need to read the Annual. These are new rules, but some things could have changed between the playtest rules and the printed Annual. What is different? I'll tell you whether the Annual or the link is better.

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Post by noodle »

OK, in the annual I'VE got :D...

You kick the ball on a basic agility roll (no -1 for kicking a field goal)

The field goal posts are as wide as the distance between the wide zone lines :o

After a succesful kick roll you roll for direction using the throw in template. Its shanked if its not straight (unless you have the kick skill)

distance is AGILITY + D6

I much prefer the online version - makes so much more sense...

:D

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Post by GalakStarscraper »

noodle wrote:OK, in the annual I'VE got :D...

You kick the ball on a basic agility roll (no -1 for kicking a field goal)

The field goal posts are as wide as the distance between the wide zone lines :o

After a succesful kick roll you roll for direction using the throw in template. Its shanked if its not straight (unless you have the kick skill)

distance is AGILITY + D6

I much prefer the online version - makes so much more sense...

:D
The online version are the rules that you should be using. They were Chet's rewrite of the rules.

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Post by noodle »

Good -oh We are as of now...

However I think the +1 to the kick skill should be a kicking skill so AG3 kickers don't have to roll a 5+ to actually kick! No human team will ever score a field goal otherwise!

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Post by GalakStarscraper »

noodle wrote:Good -oh We are as of now...

However I think the +1 to the kick skill should be a kicking skill so AG3 kickers don't have to roll a 5+ to actually kick! No human team will ever score a field goal otherwise!
that's the point actually.

These are not stable kicks like field goals in American Football.

there are Field Goals being attempted while running with players trying to kill you active around you. It should not be easy.

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Post by Skummy »

As far as I can tell, it's more like a rugby kick. Not easy, and made in the middle of a lot of action.

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