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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Grumbledook
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Post by Grumbledook »

heh the first game with the vamps i got +3 to the roll and got a 1

it also happened there were 2 riots in the game as well

guess the crowd wasn't too happy about something

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Bifi
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New FF roll rule?

Post by Bifi »

Hi guys,

I know that it's too complicated in comparison with the usual 1d6 FF roll, but consider this:

The FF roll is made using 2d6. The modifiers to the roll are as follows:
+2/-2 for winning/losing
+1 for each 2 TDs
+1 for each 2 casualties (and here I'm not sure whether total casualties suffered by the opposing team or just casualties inflicted by blocking)

The table would look like this:
2-4 => FF goes one down
5-9 => FF stays
10-12 => FF goes one up

An unmodified roll of 2/12 means an automatic decrease/increase, regardless of the modification to the roll.

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Munkey
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Post by Munkey »

One of the problems I have with the FF having thought about it is something that the 1&6 rule is helping to 'correct'.

Bad players are likely to suffer reducing FF because of a lack of positive modifiers, but these are exactly the players who do not need the drop in gate and cash that this entails.

Not sure how great an effect this has as our league is pretty balanced so most FF tends to stay level.

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[size=75]The short answer is "no", but it is a qualified "no" because there are odd ways of interpreting the question which could justify the answer "yes".[/size]
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Tojurub
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Post by Tojurub »

Here are my comments/additions to the Hotlist 2003

1.) Please change the Piling-On rule so it's not so super dominant. Make it so the Piling-On player can choose to RR the Armor roll, or just add +1 or +2 to the dice roll and not it's ST-value. At least have the coach announce if he's going to use PO BEFORE the rolls for armor.

2.) If Ogres are banned from Dwarf teams than please change the Troll Slayer to the following: ST4, drop the Dauntless Skill, increase his cost to 100K.

3.) Please make the experimental Runesmith/Master Chef rules into official rules, since the Alchemist/Master Chef are basically completely worthless

4.) Change the Fan Factor roll so an unmofified 1 doesn't automatically lowers the FF and an unmodified 6 always increases the FF. I had it happen more than once that I won a game by a mile and caused plenty of casualties and then I roled a 1. One time I won with my dwarves 5-0 (!!!) against Skaven (!!!) and caused like 5 or 6 casualties, I rolled a 1 and my opponent a 6. With having a +3 modifier that was like a slap (actually more like punch with Knuckdusters) in the face. I rolled a lot of 1s, but I guess that was one of the worst and most unlogical (I did everything to entertain my fans by scoring TD and CAS and then that!!)

5.) I don't know if there was an experimental rule for that yet, but I have seen it as house rules for fouling (FORRSS), which seemed to work nicely. So maybe you can "officially" make that an experimental rule: Instead of having the IGMEOY use the following: The ref goes along a sliding scale 2 3 4 5 6 5 4 3 2. He starts on the 6. Whenever sombody fouls then the ref moves on space towards the fouling teams dougout. The foul is spotted by a 1D6 roll of where the ref is standing, i.e at the beginning the foul is spotted on a 6. The second foul is spotted on a 5+ roll. On the other hand, if the other team fouls it's still on a roll of 6, but the ref moves towards the other direction. That way if both players keep fouling it's hard to get kicked out, but as soon as one team constantly fouls and the other one doesn't the penalty can get severe.

6.) The use of the apothecary should be modified or at least put into an experimental rule. I actually have two ideas:
a) On a roll of 1D6 the apothecary can do the following:
- 1: he fails, injury/death occurs
- 2: the player is healed but placed in the KO box since he's pretty roughed up and the apothecary needs a little mor etime to heal him
- 3: the player is brought into the Reserve box since it was mor complicated than the apothecary thought.
- 4-6: The player is stunned

Also, the apotecary can heal injuries caused by the crowd, i.e. on a roll of a 3+ the player is in the reserve box

b) Give the apothecary a little more freedom to heal. Meaning death has to be healed right away (I mean the bleeding has to be stopped immediatelly!!!), but in case there was a serious injury, the head coach can advise the apotecary to wait with the healing of SI until the end of the game. In that case the apothecary can wait to see if something more serious (DEATH) happens, but his presence is not completely wasted in case there was only a SI and no death. As a little trade-off, here's a compromise: In case the apothecary decides to heal the injury later the result will be only "Miss next game" instead of getting a stat decrease.

Of course it's possible to combine the two ideas.

7.) Please change the passing/interception procedure to something which makes sense:
- Declare a pass action (incl. measuring the distance)
- Opponent can do the Pass Block action if he can and/or declare if a player wants to try an interception
- Roll for the pass
- if the pass was NOT fumbled, roll for interception. An interception should not be able if the pass is fumbled! (It just doesn' make sense)
- if the pass is NOT intercepted, roll for catch (if possible)

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CeleTheRef
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Post by CeleTheRef »

my humble ideas:

- no trophy rerolls. A tournament winning team should already have enought rerolls. More money or better trophy benefits should compensate.

- moving diagonally worths 1.5 movement points. All players get a MA stat increase (so a rookie human lineman should have 7 or 8 MA)

- interceptions: each opponent within range may attempt an interception. Interception attempts are resolved from the passing end to the receiving end.

possible new skills or changes for old skills
- Grab (or replacement for Big Hand): this player always picks up the ball from the ground if is not in an opponent's tackle zone. Otherwise it gets a +1 on pickups.

- Cheater (or replacement for Dirty Player): this player is good at fouling while the ref is looking around. This player may not be sent off if its team does not have the IGMEOY counter. If its team does, the player is automatically sent off (arguing works. Get the Ref still keeps this player from getting ejected)

- Desperate Throw (should replace Hail Mary Pass): this skill works only during this player team's last turn of either half. This player may pass the ball to any square on the pitch and it cannot be intercepted. The pass is always an inaccurate (never a fumble) and it ignores weather. Note that this pass lets the passer earn 1 SPP from this.


little change for kicking rules: a successful kick counts as 2 Completions. This is to avoid having to add another column on every team sheet in the world.

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Cele the Ref, making people argue since 1997
lightingbug
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Post by lightingbug »

where might I find some of the discussions about having to field 11 players.

What I have found in some of the topics -was that people wanted to have the 11 play min. to keep teams from protecting their OTS by not fielding him.
are there any other reasons to have the 11 player min.

I had to start a league playing DE with only 10 players (i took an apoth to start). I've seen an orge team start with 10. Will this 11 player min mean I can't play in these situations. Doesn't playing against 10 or fewer players sound like fun. It is a big disadvantage to play with LT11(less than 11), I would play against LT11 anyday.

I have had a couple of games where I have heldout a player or two to protect them, they just scored enough SPP's for their next level. hell yeah protect them. I want to roll for their skill and be able to put it to use. If I have to put them in I am not going to put them on the line Duh!

And what if I am in a league and get my butt kicked my second or third game and have multiple players die. Now I have 8 or 9 players, can I not play. Okay scratch that comment, the arguement is field 11 players if you got them.

Just would like some reasons. sorry if it has already been discussed in this thread I didn't want to try to find it in the first 25 pages. I searched the first 5 at least.

Lightingbug

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narkotic
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Post by narkotic »

Hasn't Galak mentioned that the 2003 Hotlist has been closed? (in order to give the BBRC time to read a list that is not changing anymore before they meet in Oct)

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Lofwyr
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Post by Lofwyr »

You are speaking of two different things.
There is a rule in the living rulebook that you have to start a team when you create it with 11 or more players. This rule is OK for most of us.
The other thing is that at the moment you don´t have to field 11 players at a new kickoff.
This is (because of protecting one turners for example) a really bad rule and we want it to be changed.

But you have to buy 11 players at team creation, so your team is illegial under lrb 2.0

Tobias

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Grumbledook
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Post by Grumbledook »

well you have to start a team with 11 players, you can't start with 10 and an apoth this is already in the rulebook.


the arguement is over fielding 11 players when you have them, you might have 2 players die/mng in the first one leaving you with 8 or 9, the discussion is to make sure you field all 8 or 9 and not leave your best player in the dugout and only put 7 on

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lightingbug
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Post by lightingbug »

We had a house rule in our league that we could start with 10 players. Why I don't know. so it was legal for us.

I played a WE team that had one player with 96 SPP that he pulled off the field after a TD. but that just allowed me to beat on the rest of his team, since I fielded my full compliment and he didn't. yeah I didn't get to kill or even attack that one player, but the rest of his team was underdeveloped enough that it was a great game for me. We didn't have bounties (which I would have loved to have in our league), so I wasn't really worried about his player.

I just don't agree with forcing the 11 or as many as you got on the field.

My $.02
Lightingbug

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Toby

Post by Toby »

I absolutely DISAGREE with the rule that FORCES you to put the maximum players availiable on the field.

There are situations where your team is torn appart, and there is absolutely no way all teams should be forced to get their teams destroyed just to try to fix one turn scoring, and fail to fix it, for that matter.

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lightingbug
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Post by lightingbug »

Exactly!!!!

Changing a rule to fix one thing gave us BB 2k1 and One Skill per Turn.
Enough Said!

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Gertwise
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Post by Gertwise »

There are situations where your team is torn appart, and there is absolutely no way all teams should be forced to get their teams destroyed just to try to fix one turn scoring, and fail to fix it, for that matter.


There's already a rule that covers when your team is torn apart and you don't want it to keep happening. It's called conceding.

I'm all for having the rule make it so that you have to field your entire compliment of players.

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HotsalZa
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Post by HotsalZa »

"Field all the players available " should be standard !
I hate those cowards that hide their topscorers after a TD has been scored just because they have str2 or whatever.

It is right that in some unlucky cases youre team is shredded but in this case give up or fight.
Get more linemen then, so that you are never forced to put "them preciousss" players on the field.

Or maybe that should make an addition to the kickoff table:
"Get them chickens"
The fans notice that some players are afraid to step on the field.
Way off disapointed the fans charge the reserve box to show the players which part of the stadium is obviously more dangerous.
Roll a d6 and..... o to hell with the dice ..make an instant injury roll for every pu..y hiding in the box.

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Jared
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Post by Jared »

[quote="Gertwise"]

There's already a rule that covers when your team is torn apart and you don't want it to keep happening. It's called conceding.

[quote]

okay so lets sayyou have 3 dead, 6 missing next game and with other stuff and you have a total of 6 p;layers left (hey you had lots orf reserves,) of that 3 are cheap linemen you can use to protect the other 3 some sppd stars of your team, you reckon the choice should be Forced to play all 6 or concede,

Conceding is not an option as you get no money no mvp and your ff goes down,

IF a team is EVER in the situation where conceding seems preferable then its as good as dead as the concede penalties will kill them

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