How to benefit frome Assistent Coaches (House-Rule)

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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Mestari
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Post by Mestari »


Maybe you say only one coach can be assigned to a player (roll after they are assigned). That way there is no point have more than 4/5 coaches (no huge advantage for the undead).

It reduces the odds quite dramatically though, so maybe work on a 5+ instead of '6'.


So the rule would be:

After the match, you can assign an assistant coach to train a player who is going to make a SP roll. Only one assistant coach can be assigned to such a player, and one assistant coach cannot be assigned to more than one player. After the player has made the SP roll, if you wish you can use the assistant coach to try to reroll the SP roll. Roll a d6. If the result is 5 or 6, you are allowed to reroll the SP roll. The result of the second roll stands, even if the first roll would be preferred over it.

But maybe... I'd perhaps prefer the following version:

After the match, you can assign an assistant coaches to train a player who is going to make a SP roll. You can assign one or two assistant coaches to such a player. A single assistant coach cannot be assigned to more than one player.
After the player has made the SP roll, if you wish you can use the assistant coach(es) to try to reroll the SP roll. Roll a d6. If there are two assistant coaches training the player, you can add +1 to the roll. If the final result is a 6, you are allowed to reroll the SP roll. The result of the second SP roll stands, even if the first roll would be preferred over it.


The second version would not be such a no-brainer if there are few assistant coaches and enough SP rolls coming up... Also, I think that the mere 1point of TR for the 5+ possibility of rerolling a skill roll is too little. Now it'd be 2 points of TR for that opportunity. I could be changed even further so that 1-2 ass.coaches gives 6+, and if you have 3 assistant coaches training a single player, you'd get the 5+... in fact, that sounds even better: then you would in some cases have to choose between 3 6+'s and a one 5+...

Version 3:
After the match, you can assign an assistant coaches to train a player who is going to make a SP roll. You can assign from one to three assistant coaches to such a player. A single assistant coach cannot be assigned to more than one player.
After the player has made the SP roll, if you wish you can use the assistant coach(es) to try to reroll the SP roll. Roll a d6. If you have three assistant coaches training the player, you can add +1 to the roll. If the final result is a 6, you are allowed to reroll the SP roll. The result of the second SP roll stands, even if the first roll would be preferred over it.

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DoubleSkulls
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Post by DoubleSkulls »

How about just setting a maximum of 3 coaches per player. Roll D6 for each coach and on a '6' he may reroll the initial skill roll. The 2nd roll stands (so it follows all normal reroll rules). The odds are slightly worse than a straight +1 per coach but a little simpler and maybe add a little more excitement if you roll them one at a time.

Also all coaches must be assigned before any rolls are made.

Ian

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Mestari
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Post by Mestari »

Maybe. However, if you check the third version, it doesn't give +1 per assistant coach, it gives +1 if you have three of them, so having 2 doesn't add anything, which was my intention.

6+ per coach vs 3rd version
1coach= 1/6 vs 1/6
2coaches 11/36 = 1.83/6 vs 1/6
3 coaches 91/216 = 2.53/6 vs 2/6

Looking at the odds above, I prefer the odds of my my suggestion v.3 better: the assistant coaches are cheap and effect the TR only a little, so they should not give too big changes of getting a reroll.

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Post by Furelli »

We play a similar rule in our league,
6+ for a re-roll on a SPP roll, +1 for each additional Assistant coach, maximum of 3 on any one player assigned before hand. It works well and gives assistant coaches more to do that simply effecting the Kick Off Table.
In addition to the assistant coaches we play the same rule using Cheerleaders on the Aging roll.
:roll: :roll:

Furelli.

P.S. This is my first post, great message board.

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Post by DoubleSkulls »

The idea I had for cheerleader is that each cheerleader adds D6 * 100 to the gate. It seems an appropriate effect (after all why are there cheerleaders at all? to encourage people to go to the games) but doesn't give a good return on investment.

Ian

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Post by Thadrin »

I've started a new thread for Cheerleader discussion.

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To answer Neo

Post by SBG »

To answer Neo, for those of us who have a lot of minis, we have "identified" coaching staff, but they're not all GW or Citadel minis. Some of us can't afford it!

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