Why strong arm is a trait and not accurate ?

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Darkson
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Post by Darkson »

I suppose the description for Strong Arm could be changed to read "use the modifier for the next shorter range". This would clear the confusion for Dump off.

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christer
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Post by christer »

the strong arm + dump off has been thoroughlt discussed in another thread.. I'm too lazy to find it though. I'm sure you can search for it...

Either way, I got to terms with it by using the "A short pass with a player having strong arm is treated as a quick pass, but it isn't a quick pass" argument. I can accept it like that.

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Post by Zombie »

Skummy wrote:One unrelated question I had concerned the Kick skill. Can you decide to apply it after you roll the dice like you can with Mighty Blow and Piling on? The rules seem a bit unclear about this because it does not take place during a team turn.
I never thought ot that. That's plain evil, but perfectly legal under the current rules i guess. I think they should change the rule, because the kick skill is good enough without this added bonus.

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franck_le_grand
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Post by franck_le_grand »

Can't you use strong arm on the weather table?

For example when you are only allowed to throw quick and short passes you can with SA throw long pass as it counts as a short pass???

But anyway I think the rules are fine as they are...

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Strong Arm in Blizzard

Post by Bevan »

franck_le_grand wrote:Can't you use strong arm on the weather table?

For example when you are only allowed to throw quick and short passes you can with SA throw long pass as it counts as a short pass???
Not in a Blizzard. The generally accepted rule is that a Blizzard reduces visibility, so Strong Arm doesn't help you throw beyond the range you can see. :roll:

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Post by Snew »

Hey franck, I'd have ruled that way too. Seems there really is no reason to take Strong Arm except the fact that you can (if you roll doubles). :zzz:

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Ramorr
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Post by Ramorr »

*lights fuse*

*Runs up to argument*

*Drops bomb*

I think strong arm should combine with Hell Mary Pass and treat the HMP as a long pass.

*Runs for cover*

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Post by Zombie »

I don't think flame baiting is allowed in this forum. Might be wrong of course. Either way, it's never regarded highly in any internet forum.

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Ramorr
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Post by Ramorr »

*fizzle*

*tumbleweed*

oh well... For pure fluff reasons, it would make sense that strong arm allowed you to throw the ball a litle further. I thought of two ways this could work.

1) Allow it to combine with HMP and treat the HMP as a long bomb. Probably a bit overpowered, but to be honest as I've never seen the point of HMP for any reasonable AG team.

2) Instead of the range ruler fully covering a square, partial covering is enough to be within a range band.

Either of these would make the trait more trait-like.

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Post by Grumbledook »

Hail mary can be useful for anyteam, it allows you to throw the ball to any square on the pitch, no matter where you are standing, regardless of of your ag, this can be really useful for just clearing your lines sometimes.

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Post by Munkey »

Sorry if i'm stirring this one up again but I had been thinking about a similar issue on looking through the rulebook. IMO no skill/trait should be directly better than another regardless of how hard it is to obtain - for example a skill that allowed +1 to armour rolls (and no injury) would be directly worse than mighty blow and claw.

AFAIK Strong Arm is the only skill/trait that breaks this by being not quite as good as accurate, the issue of it also being a trait not a skill is not really relevant to this but merely agravetes the situation.

I agree that the SA/Accurate combo is usefull/essential to throwing teams so perhaps some sort of extra ability could be added to strong arm. I'm afraid it' s fairly late here though and i'm stumped for ideas of what.

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[size=75]The short answer is "no", but it is a qualified "no" because there are odd ways of interpreting the question which could justify the answer "yes".[/size]
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Nerves of Steel anyone?

Post by Starfish »

Personally I would give my thrower 'Nerves of Steel' rather than 'Strong Arm' on a roll of a double, assuming he had already got 'Accurate'.

I agree that strong arm is less useful than accurate (because of the +1 on quick passes of accurate) and is only worth getting if you plan to team it up with accurate. A rewording would solve the 'problem' but its not really worth doing IMHO.

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Post by DoubleSkulls »

As has already been said the point about Strong Arm is that it gives better potential than accurate, even though it is initially worse.

I'd normally take Strong Arm for a thrower. A reliable long passing game is a very uesful weapon for any team.

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Sushé Wakka
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Post by Sushé Wakka »

Well, I don't want to sound rough or offensive (if I do, it is because of my bad english, and I apologize if I do sound rough).
My league Co-commish and I (yes, we're two league commissoners) were speaking about traits and skills, and he asked me "Why is Strong arm better than accurate? Accurate always gets a +1, but Strong Arm doesn't do it in quick range".
My answer was "Well, I suppose it's a Trait because it allows you to throw the ball up to long pass range during a blizzard (since with Strong arm it is considered a short pass), and you can also dump-off up to short pass range (since it is considered a quick pass)".
However, you're posting that the advantages that Strong Arm offers over Accurate do not exist.
Actually, it seems quite a nice combo (dump-off + Strong Arm) for a running thrower, and makes Strong Arm worth the boubles you have to roll to get it.
And even better, allowing this combo would help to make Pass Block a more interesting skill, and so helping another "underrated" skill, Safe Throw, to be picked up more often.
You'll see a similar reply in the "Dump-off and Strong arm" topic, since they're related.

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too little, too late

Post by BadMrMojo »

Deathwing wrote:Quite right LS, Montana never had an arm like Elway...
Or teeth (thank God). :D

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