BBRC Hot List - 2003

Don't understand a particular rule or just need to clarify something? This is the forum for you. With 2 of the BBRC members and the main LRB5/6 writer present at TFF, you're bound to get as good an answer as possible.

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Tim
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Post by Tim »

@noodle: read again ...

they dropped the "must block" part.

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Post by Mestari »

I'm not sure if I like this WA. Have to see it in action first...

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Post by Skummy »

This may be the only way I'd consider using a WA.

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Post by Mike_Black »

Don't know but why didn't you copy the treeman negtrait text from

"Revising the Treeman":
viewtopic.php?t=3642

to the BBRC_HotList2003 ?

I think the allowed actions and the pushback-result against a "take root" treeman should be mentioned.

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GalakStarscraper
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Post by GalakStarscraper »

Mike_Black wrote:Don't know but why didn't you copy the treeman negtrait text from

"Revising the Treeman":
viewtopic.php?t=3642

to the BBRC_HotList2003 ?

I think the allowed actions and the pushback-result against a "take root" treeman should be mentioned.
The revised desciption on the Hot List says everything that link did without being too wordy. With the BBRC, the number of words in something can kill it.

Galak

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Post by McDeth »

GalakStarscraper wrote: that's one of the items already on the Hot List. And the reason its there is because some people (like me) ... don't agree with the ruling that you suggested above. I would say you can declare a blitz ... dodge away ... and then come back to block the player. Nothing in the rule said it had to be immediate, just that you need to block him and you did. If you have stand firm and fail the dodge, you wasted your blitz action for the turn.

Galak
actually i agree with you, I was calling it as i see it written, that you must take the block. if the WA had the sense to be able to dodge away then he wouldn't really be a WA would he. Plus what would stop you blitzing someone else. My 2p

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Post by GalakStarscraper »

McDeth wrote:Plus what would stop you blitzing someone else. My 2p
The fact that I get to call an IP as soon as you try it.

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Post by McDeth »

GalakStarscraper wrote:
McDeth wrote:Plus what would stop you blitzing someone else. My 2p
The fact that I get to call an IP as soon as you try it.

Galak
:wink: I meant if he had the sense to be able to move away, then he should have the sense to be able to choose to block another player :wink:

Taking it a stage further you could dodge away from a potential 2 dice defenders choice block then blitz back in on the same player from another angle, cancelling defensive assists and get a 2 die block your choice.

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Post by DoubleSkulls »

GalakStarscraper wrote:
McDeth wrote:Plus what would stop you blitzing someone else. My 2p
The fact that I get to call an IP as soon as you try it.

Galak
Its not an IP. The only thing WA can IP for is failing to take their action 1st. They have to block/blitz just the same as you have to make a dodge roll.

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Post by noodle »

Tim wrote:@noodle: read again ...

they dropped the "must block" part.
....oh :oops:

much better then :D

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Post by Old Man Draco »

In a thread the text in the LRB on page 33 Poisoned dagger came up. The text does not say if you can use the dagger again after the poison is wiped of. Could you please add a bit of text to make clear that after the first use you can still use the dagger the same way, but the injurie roll is applied as normal (iow 1-7 leave the player prone on the field). :smoking:

viewtopic.php?t=7562

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GalakStarscraper
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Post by GalakStarscraper »

Sorry Draco, I won't add this one to the Hot List.

The LRB is so clear on this that only the worst nitpick would argue that the dagger is a one use weapon.

The text on this one is very clear.

Code: Select all

Once the dagger has been used to successfully stab a victim (ie, they failed their Armour roll), then the poison is wiped off and the dagger causes injuries as normal until after a touchdown is scored or the half ends.
The key part here is this: the dagger causes injuries as normal

How could it cause injuries as normal unless it could be used in its unpoisoned state?

Nope, one of my jobs running the Hot List is to make sure that stuff that just requires a more careful read of the LRB doesn't make it on the list. This is one of those items.

Galak

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Post by Old Man Draco »

Agreed, I mean, I understood the rule, but, as you saw, some others did't, so ....
It's fine like it is now for me. :smoking:

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Post by millimil »

@galak

can you please add the snotling team to your list ? Perhaps the BBRC-Members are stoned :smoking: and they have any ideas :?: for a balanced one...
:lol:

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Post by narkotic »

I just browsed the revamped hot list, but I remember that at an earlier draft the question about the usefulness of the jump up trait was asked. Has it been removed? Why? Jump up still seems to be quite weak for a trait (what about standing jump up players up at the end of your opponents turns). The same question is valid for the "weak" mutations like two heads and extra arms. They seem to have been removed from the list as well...

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