New Trait: Fake Foul
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New Trait: Fake Foul
Fake Foul (General Trait):
May be used only in a Move action and only once per team turn.
If a player with this trait ends his movement in the tackle zone of an opposing player he may be placed prone in his own square to fake being fouled by an opposing player (with tackle zone) in an adjacent square.
Roll a D6 for the referee like in a normal Foul action, the ref sends the "fouling" player off like in a normal foul but on a '1' the player faking the foul is send off.
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What do you think? Is the trait playable?
May be used only in a Move action and only once per team turn.
If a player with this trait ends his movement in the tackle zone of an opposing player he may be placed prone in his own square to fake being fouled by an opposing player (with tackle zone) in an adjacent square.
Roll a D6 for the referee like in a normal Foul action, the ref sends the "fouling" player off like in a normal foul but on a '1' the player faking the foul is send off.
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What do you think? Is the trait playable?
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IMHO this trait is more powerfull than dirty player. With IGMEOY, it's 50% sending other player off (and a stanfing one), against 17% being sent off. Take that on a lineman, and send off every standing war dancer, treeman, fleshgolem, bull centaur+standfirm, etc... player you want.
So no, not playable !
Hache
So no, not playable !
Hache
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too poweful!
A very watered down version could be:
A player with Fake Foul can use this skill instead of any other action when he starts his turn prone and has been succesfully blocked by an opponent the previous turn. Roll a dice, on a 4+ the Bocker is called to the ref for inspection and can't take any action in his following turn. On a 1 the fake fouler is sent off for faking.
Maybe too complicated???
Or alternatively:
Whenever the player with fake foul has been blocked and goes prone he may roll a dice. on a 4+ move the IGMEOY counter to the opposing team, on a 1 he is sent off for faking.
A very watered down version could be:
A player with Fake Foul can use this skill instead of any other action when he starts his turn prone and has been succesfully blocked by an opponent the previous turn. Roll a dice, on a 4+ the Bocker is called to the ref for inspection and can't take any action in his following turn. On a 1 the fake fouler is sent off for faking.
Maybe too complicated???
Or alternatively:
Whenever the player with fake foul has been blocked and goes prone he may roll a dice. on a 4+ move the IGMEOY counter to the opposing team, on a 1 he is sent off for faking.
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- Relborn
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Fake Foul
I like the idea of this new skill but it might need some adjustment, as mentioned here already before.
Maybe the skill can only be used by prone players who have an standing opponent adjacent to them. Instead of standing up, they might use this skill.
roll a d6
1 Fake fouler gets ejacted for the game
2-5 Ref didn't take any notice
6 Ref falls for the fake and ejects opponent player
Maybe the skill can only be used by prone players who have an standing opponent adjacent to them. Instead of standing up, they might use this skill.
roll a d6
1 Fake fouler gets ejacted for the game
2-5 Ref didn't take any notice
6 Ref falls for the fake and ejects opponent player
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Re: Fake Foul
Is it rerollable?Relborn wrote:roll a d6
1 Fake fouler gets ejacted for the game
2-5 Ref didn't take any notice
6 Ref falls for the fake and ejects opponent player
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How about.
Faker. (gen Skill) (maybe stunties should get it as ag skill)
If the Faker starts his turn prone in the TZ of an opposing player the Faker can choose not to standup or move but insead to Fake. The target of the Fake gets ejected on a 6, with +1 to the roll for every other opposing TZ on the Faker (the ref thinks a foul is more likely if there is a crowd). On an unmodified roll of 1 the victum of the 'Fake' see's there is no ref watching, and may make a free foul on the Faker without gaining the eye or risking being sent off, and the Faker's team suffers a turnover instead.
How's that for balance... I think it's to harsh on the Faker to be a trait... It requires the player to not move from a prone position, be in (at best) a few enemy TZ's (which is hard to arrange when you can't move), with a 1/6 chance of armour roll and TO. Hard skill to really take advantage of, definatly too finicky to be a trait. Would be best for stunties... and only becomes very useful if about half the team took it as first skill...
The other option for the skill as an interupt is.
Faker (gen Trait) (but should be available to stunties on dubs)
Once per opposing team turn, if the Faker is prone, they may pretend that an opposing player who is taking a 'move action' (note not a blitz or pass action) into a square ajacent to the prone Faker has infact fouled him. On a roll of 6 (+2 if the eye is on the moving team) the moving player is sent off for the foul, and there is a Turnover. BUT, if the opposing player is sent off, he realises just before and he takes the oppertunity to foul the Faker anyway. This foul is worked out normally.
This is more traity worthy, it's an interupt and can cause a TO, but if successful, the Faker is likely to get hurt.
Faker. (gen Skill) (maybe stunties should get it as ag skill)
If the Faker starts his turn prone in the TZ of an opposing player the Faker can choose not to standup or move but insead to Fake. The target of the Fake gets ejected on a 6, with +1 to the roll for every other opposing TZ on the Faker (the ref thinks a foul is more likely if there is a crowd). On an unmodified roll of 1 the victum of the 'Fake' see's there is no ref watching, and may make a free foul on the Faker without gaining the eye or risking being sent off, and the Faker's team suffers a turnover instead.
How's that for balance... I think it's to harsh on the Faker to be a trait... It requires the player to not move from a prone position, be in (at best) a few enemy TZ's (which is hard to arrange when you can't move), with a 1/6 chance of armour roll and TO. Hard skill to really take advantage of, definatly too finicky to be a trait. Would be best for stunties... and only becomes very useful if about half the team took it as first skill...
The other option for the skill as an interupt is.
Faker (gen Trait) (but should be available to stunties on dubs)
Once per opposing team turn, if the Faker is prone, they may pretend that an opposing player who is taking a 'move action' (note not a blitz or pass action) into a square ajacent to the prone Faker has infact fouled him. On a roll of 6 (+2 if the eye is on the moving team) the moving player is sent off for the foul, and there is a Turnover. BUT, if the opposing player is sent off, he realises just before and he takes the oppertunity to foul the Faker anyway. This foul is worked out normally.
This is more traity worthy, it's an interupt and can cause a TO, but if successful, the Faker is likely to get hurt.
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Every "Fake foul" version proposed seems too powerfull for me. I think it's as powerfull as dirty player with get the ref. IMHO, you should swap possibilities to be sent of. I explain :
-when you foul, you have more chance to be sent of than to injure.
-every fake foul version proposed have more chance to send of than to be sent of.
Isn't there something wrong ?
Look at this version :
If one of your player is prone next to an opposing player, he may take a fake foul action. On 2+ he is sent of, and opposing player is sent of on 6+ (4+ if got the eye). Being sent of cause a turnover, and a fake foul action doesn't change the IGMEOY.
yes it seems not to be good, but remember that every version of fake foul would be taken only on cheap linemens, and used on your most powerfull players. 83% losing a lineman, 16% getting rid of a block-guard-tacle mummy or a sidestep-strip ball-5AG wardancer seems good to me. We could even rename that skill "you will not follow your block".
Hache
-when you foul, you have more chance to be sent of than to injure.
-every fake foul version proposed have more chance to send of than to be sent of.
Isn't there something wrong ?
Look at this version :
If one of your player is prone next to an opposing player, he may take a fake foul action. On 2+ he is sent of, and opposing player is sent of on 6+ (4+ if got the eye). Being sent of cause a turnover, and a fake foul action doesn't change the IGMEOY.
yes it seems not to be good, but remember that every version of fake foul would be taken only on cheap linemens, and used on your most powerfull players. 83% losing a lineman, 16% getting rid of a block-guard-tacle mummy or a sidestep-strip ball-5AG wardancer seems good to me. We could even rename that skill "you will not follow your block".
Hache
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And yet another one suggestion: Whenever a player with this skill is knocked out or seriously injured, the player may try to fake a foul. Roll a dice. On 6 the blocker is ejected. and turnover takes place However, on a 1 the ref spots the fake and ejects the faker from the game. The dice is not rerollable.
That would give exactly the same chance of being ejected and to eject opposing player. The hard thing would be to get to use the skill. Don't know if anybody takes it though
That would give exactly the same chance of being ejected and to eject opposing player. The hard thing would be to get to use the skill. Don't know if anybody takes it though

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