Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
well if the arguments get too out of hand, you could just show them the rulebook.
they are right, though. Rookie big guys were FORMERLY on a seperate spp table where they had to get 11 to get to their first skill, then 21, and so on. but they could also take +st or +av on any double, or they could lose a negative skill.
I like the way it works now a lot better. lot more simple and streamlined.
Reason:''
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Chinese Relativity Axiom: No matter how great your achievements, or how miserable your failures, there will always be about 1 Billion people in China who won't give a damn.
Not really...they still have to roll doubles to get rid of them, and while other players are using their double rolls to get the good stuff, the big guys are either taking the good stuff or using them up to get rid of the bad stuff.
Reason:''
Two wrongs don't make a right. So why stop at just two?
We allow them to remove neg skills on dubs...
BUT
they don't become over powered because they only have regualer access to ST Skills...
General skills like block are only getable on Dubs...
So often the coach won't remove the neg-skill on their first dubs roll because a lack of block was more damaging.
Ofcource we could come inline with the LRB, but for now we find our way balanced and not overpowering.
Big guys are already overpowered just because they have a 5 strength. Being able to lose one of the only things that hold them in check would make them way too good.
Once they lose that negative skill it becomes much easier to collect spps and then it is only a matter of time before you have an unstoppable monster on your hand.
Big guys who can get rid of their negative traits become no more unstoppable than the Star Players. Most players in our league set their sites on powerful players anyway, and therefore they don't live long enough to become too powerful. Not to mention that rolling doubles is pretty rare. A lot of people would rather gain something good than get rid of something bad on such a rare roll.
Other problems with big guys is that you can only have one on your team (unless you're playing goblins or halflings), and they're so damn expensive. Most coaches won't fork out the cash to get one until late in the season.
Gaining a positive trait can, and often is, just as powerful (if not more powerful) as losing a negative trait. Let's use an ogre as an example. They only have one negative trait...Bone Head. That's only a 1 in 6 chance that he'll have a brain fart. If he rolls doubles for his Star Player Roll, he would have the choice of getting rid of Bone Head, or gaining Dauntless(no real bonus to an ogre), Frenzy, Leader, Nerves of Steel, or Stand Firm. Out of those options, Frenzy, Leader, and Stand Firm could benefit the ogre just as much or more than getting rid of Bone Head.
Reason:''
Two wrongs don't make a right. So why stop at just two?
you used to be able to lose the negative trait and big guys were a problem, its not like it hasn't been tested before
using the ogre as an example is bad as well as its considered that bonehead is too weak a negative trait
its the piling on rsc rate ogres and minotaurs that would lose their wild animal that are the problem
losing wild animal would be of far more benefit than any of the other choices available
same with take root as they have stand firm already really stupid can be a right pain and i would happily get rid of that instead of taking a double skill
at the end of the day i can't see the rules ever changing with regards to them losing their negative traits