Alternative Approach to Armour and Injury Rolls

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Mirascael
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Alternative Approach to Armour and Injury Rolls

Post by Mirascael »

Probably this one sucks, it's just a random idea that definitely will never become official, but why not share it:

In the times of second edition most rolls have been made with 2D6 and there were special block dices. Now the only important in-game roll which needs a 2D6 is armour. If armour were a stat from 2 to 5, it would be in line with ST and AG related rolls.

Translated this would mean:

AV 10, AV 9 changes to AV 5
AV 8 changes to AV 4
AV 7 changes to AV 3
AV 6 changes to AV 2

The rules of 1 and 6 would still apply, no matter what modifications are made to the dice roll.

Injury rolls would be standardized too:

1-3: Stun
4-5: Knocked out
6: Casuality

Necessary skill changes:

Claw: armour-RR
RSC: injury-RR
Mighy Blow: +1 to armour roll
Vicious Blow: +1 to injury roll (new strength skill)
Piling On: If an opponent is knocked down, he is automatically stunned if his armour roll succeeds.
Dirty Player: +1/+1 rather than +2/+2, perhaps disallow assists for fouls, or, since assists are much more powerful this way, DP only gives +1 to injury-rolls.

If a player rolls for skills, a 9 allows him to upgrade his armour instead of taking a skill.
Toughness (new general trait or skill): -1 to injury rolls, rule of 1 and 6 still applies.

This would have serious percussions towards the balance of several teams though, the new AV 3 is significantly worse than the former AV 7, and the probability of Knock-outs would increase too.

The benefit would be a simplification of the tables and it would make armour similar to strength and agility.

Please don't be too harsh, this isn't meant that seriously. :wink:

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Skummy
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Post by Skummy »

Just going to put up stats on the difficulty of breaking armor in the 2 circumstances.

AV - normal
10 - 8.3 %
9 - 16.6%
8 - 27.7%
7 - 41.6%
6 - 58.3%

D6 - AV
5 - 16.6%
4 - 33.3%
3 - 50%
2 - 66.6%

AV 10 is downgraded to about where AV 9 is, while AV 9 stays just as effective. AV 8 suffers a 11% increase in armor breaks, and AV 7 goes up 9%. AV 6 suffers a 8% increse in armor breaks.

Any bonus to armor and injury is a much bigger factor here as well, of course.

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[url=http://www.bloodbowl.net/naf.php?page=tournamentinfo&uname=skummy]Skummy's Tourney History[/url]
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duff
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Post by duff »

Also, I suggest if you want to play with it, make the mutations give bonuses to armor and injury rolls and the skills give re-rolls, same as two heads and Xtra arms compare to dodge and catch.

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I don't have to be faster than the Ogre, just faster than you!
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duff
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Post by duff »

Also, I suggest if you want to play with it, make the mutations give bonuses to armor and injury rolls and the skills give re-rolls, same as two heads and Xtra arms compare to dodge and catch.

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I don't have to be faster than the Ogre, just faster than you!
Mirascael
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Post by Mirascael »

duff wrote:Also, I suggest if you want to play with it, make the mutations give bonuses to armor and injury rolls and the skills give re-rolls, same as two heads and Xtra arms compare to dodge and catch.
Yes, sounds reasonable.

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