Wild Animal Trait - Pick your preferred solution

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Which version of Wild Animal do you like?

The current LRB version
39
39%
Neo's Go WIld
28
28%
Chet's Miss Drives
8
8%
Chet's Dug Out Fight
3
3%
Dave's Wild Roll
13
13%
I don't like the Wild Animal trait - remove it
10
10%
 
Total votes: 101

Dangerous Dave
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Wild Animal Trait - Pick your preferred solution

Post by Dangerous Dave »

OK we've had a long discussion on the Wild Animal trait (see viewtopic.php?t=1577&postdays=0&postorder=asc&start=0 ). A number of BB players are concerned that the current version of the Wild Animal trait detracts from the game since it means your opponent plays the Wild Animal rather than the ball. Others believe that this is a reasonable tactic.

The Options in more detail are:-
The current LRB version:- This player MUST go first each turn, never receives ANY offensive assists, and if he begins his action standing (ie not prone), he must block an opponent who is adjacent to him at the start of his action.
Neo's Go Wild:- The player has a nasty tendency to get a bit carried away during a match. Because of this you must roll a D6 after declaring an action for the player, but before taking the action. If there’s one or more players from the same team standing adjacent to the Wild Animal player’s square, and who aren’t also a Wild Animal, then add +2 to the dice roll. On a 1-3 the player "Goes Wild". A player that Goes Wild no longer distinguishes between friend, foe or coach. Roll on the scatter templet for each point of MA the player has and move the Wild Animal one space using all the normal rules for movement (dodge rolls, etc). If the space is occupied by a standing player, blitz him (even if he's on your team!). If the space is occupied by a prone player, foul him (even if he's on your team!). Note that because the player has Gone Wild , no one will assist in his blocks or fouls. Should the player move off the pitch, he is immediately led to the reserves box unharmed (the fans know better than to mess with a Wild Animal!). NB the Wild Animal does not need to move first with this version.
Chet's Miss Drives: Roll a D6 before setting up your team. On a roll of 1, the player is too wild and must remain in the dugout. On a roll of 2 or more, the player is reasonably controlled and may be set on the pitch, but he must take his action before any other team-mate during his team's turn.
Chet's Dug Out Fight: Roll a D6 before setting up your team, but after you have made any KO rolls. On a roll of 1, the Wild Animal has gone berzerk in the dugout! Pick a random player on your team and make an injury roll for him using the normal rules. On a roll of stunned, place the player in the Reserves box.
Dave's Wild Roll: At the start of the turn, if there is a Wild Animal on the team, then a "Wild" roll is made. On a roll of 1 (d6) the Wild Animal has gone wild and will attack the nearest player (whether standing or prone / stunned) - this could be his own team mate. If several players are the same number of squares away, randomly select the unfortunate victim. A failed Wild roll means the Wild Animal must move first. If the Wild Animal moves before blocking (or fouling), then that uses up your blitz or foul move for that turn (irrespective of whether you blitzed or fouled your own team mate or not!). If the Wild Animal roll is 2+, then the Wild Animal is calm enough to follow the Coach's insructions and can move as a normal player at any point during the team's turn. While Wild, the Wild Animal cannot give nor receive assists (he stays Wild until the Wild roll is 2+) - however, when not Wild he is like a normal player.
I don't like the Wild Animal Trait in its current form nor any of the other suggested changes. One of the other negative traits should be used instead for Rat Ogres and Minotaurs.

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Post by Thadrin »

Neo's idea? hey - I posted a suggestion on those lines about three pages of the thread earlier.

Whatever - as long as the WA wouldn't have to dodge I really like the goes nuts/randomised movement/blocks anyone who gets in his way concept.

You could throw in the "roll must be made at the start of the turn, no matter when the WA takes his action" idea too. I like that, even if I see where Chet is coming from on it.

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Post by Vesticle »

Does your wild animal get SPP if he causes a casualty on his teammate? ;)

David

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Post by neoliminal »

Thadrin wrote:Neo's idea? hey - I posted a suggestion on those lines about three pages of the thread earlier.
Sorry Thadrin, we were playing this rule for about three months now.

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Post by neoliminal »

Vesticle wrote:Does your wild animal get SPP if he causes a casualty on his teammate? ;)

David
Nope.

Casualties (CAS): If a player kills, seriously injures, or
badly hurts an opposing player then they earn 2 Star
Player points...

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Post by Thadrin »

Neo - Seeing as you're actually testing it I figured you'd had it for a while....just one of those great minds think alike things. Glad it seems to be working.

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Post by plasmoid »

I noticed that Galaks HotList about WA pointed here, so I thought I'd mention an idea for a new WA that got positive response in another thread.

1) remove frenzy from the WAs
2) rewrite WA: Wild Animals have a tendency to lash out at anything that moves. The Tackle Zone of a Wild Animal is considered an enemy tackle zone by both teams! This means that it will prevent it's team mates from giving assists, and that it's team mates will have to dodge in order to leave it's Tackle Zone.

Martin :)

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Post by MickeX »

plasmoid wrote:1) remove frenzy from the WAs
2) rewrite WA: Wild Animals have a tendency to lash out at anything that moves. The Tackle Zone of a Wild Animal is considered an enemy tackle zone by both teams! This means that it will prevent it's team mates from giving assists, and that it's team mates will have to dodge in order to leave it's Tackle Zone.
Yep, I want to vote for this one! It might need some tweaking and rewording, but it's definitely inituitive.

A small suggestion: "it will prevent all players, friends or foes, from giving assists". Not sure how plasmoid wanted it, but the current wording isn't very precise.

Micke

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Post by Relborn »

Yes I like plasmoid version also better than the other versions. Quit a good go.

I brings in the flavor of an wild animal and seems balanced (at my first look at least)

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Post by Ghost of Pariah »

Neo's idea looks fun.

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Post by Snew »

Gotta agree. Neo's idea has real entertainment appeal. I like the way it looks.

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Post by Mestari »

My vote goes for Neo's idea, as the 'moves like a Ball&Chain fanatic"-option has apparently been left out of the consideration.

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Post by Munkey »

I voted for 'none of the above' :) but I would have voted for Plasmoids version if it had been an option.

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Post by sean newboy »

I voted for Neo's idea. Tho i would like it rewritten so u get spp for any casualties, i like as few exceptions as possible, and i think the casualty rules have enuf as it is. Yes casualties in 3rd were out of control but the way people seem to be leaning i can see somebody suggesting not getting spp's for blocks during the Blitz ko result. As far as im concerned if u block someone and injure them u should get spp's, end of story. In the long run the wild animal will cause more damage than the 2 spp's would be worth.

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Post by redlizard »

I don't like any rule that has you block your own player as you get into the sticky situation of who picks the block die, does that cause a turnover, etc.

I like Plasmoid's idea too, but I'm not sure it's negative enough. Will require playtesting.

I think some of the simple changes are also worth considering like keeping it the way it is except allowing the WA to do nothing or not requiring it to go first.

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