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narkotic wrote: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...
Jump Up was removed. The suggested change would have been over the top for the skill on the too good side. This was not my call, but the opinion by most of the TBB folks when the suggested change was discussed.
As for the "weak" mutation ... look again .. they are definitely there in the list.
I don't remember the proposed suggestions for a revised jump up but I think you could have just removed the "over the top solution" leaving the call for a revision of jump up on the list. We both know that it has been made a trait to fix jump up/piling on abuses. Everyone will accept that nerfing jump up bc of piling on's destructivity was the wrong way at the beginning. With piling on being propably changed, reverting JU back being a skill should be an option again (or make it rulewise worth a double).
The difference is that at teams with access to mutations, all players can get FA whereas Jump up can only be picked by those with AG access (much rarer, less control in buillding your team with JU). Furthermore it's a skill primarily taken by bashers or bashers having it from the beginning (Witch Elfs, Norse blitzers) bc for a real catcher-type it gives no real advantage: Beginning prone, standing up and be able to block is much better for a basher type than beginning prone, standing up, but not able to catch a ball and move for a catcher type. And this is oddly enough an AG trait, not GE or STR that gives more benefits to strength players than finesse players. IMO it's a flaw in game design...
You have to agree that it was made a trait not bc it was felt to be overpowered but bc due to the piling on combination. For a trait it's too weak, sidestep and guard are much better in comparison.
How about making seperate kickoff and handicap charts for tournaments and leagues.
Several people here on tbb have stated that riot for instance is a major bummer in a tournamen where u paid money to play bb, not sit and wait for the next round. There are prolly a few other rolls on the 2 charts that mite be modified.
Reason:''
Hermit Monk of the RCN
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Vault = putting in a 4 barrel Holley because the spark plugs need gapping.
By request of the BBRC, I have completely revamped the Hot List. I think virtually all the old content from the original is in there. If you find something I missed let me know. Sorry about Jump Up Narkotic, but its been removed on purpose.
Nice one, Galak. Just on mistake I noticed. OFAB is listed as having 4 problems, but the wording says it only fixes 3, though it does all 4. Don't want the BBRC scratching their heads trying to find the missing one.
Reason:''
Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
BBRC_HotList2003 wrote:"A team scores a touchdown when one of their players is standing in the opposing team’s End Zone while holding the football at the end of any player's action."
That could lead to ...
My turn. I push the opponent ball carrier in my endzone. My action ends. He scores.
He scores. He is the kicking team. He sets up. I set up. He kicks. I start my offensive drive (My turn).
Hhm... should my opponent be allowed to do something between my two turns?
Otherwise I finish the half one turn earlier than he does.