I'd tend towards using as many of those rules as possible: being able to have (for example) an Elf Catcher in place of a Human one is a huge advantage, and there has to be some serious payback for that. Also, there will always be some coaches who want to run a 'classic' line-up without 'foreigners': and if there aren't severe penalties for having foreigners then those coaches (who are just following the standard rules, after all) are effectively being penalised.pac wrote:... You may then also wish to use some [or all] of the following rules:
a) The signing of a ‘foreign’ player upsets the fans. Roll one dice for each such signing: 1-3 - no effect, the fans grumble but accept it; 4-6 - Fan Factor is reduced by one;
b) The signing of a ‘foreign’ player causes disruption in the dressing room and upsets the unity of the team. Roll one dice for each such signing: 1-3 - no effect; 4-6 - lose a Team Re-roll permanently;
c) 'Foreign' players find it difficult to adapt to the team ethic and playing style, and all count as having the Loner Extraordinary Ability while playing on a 'Foreign' team.
d) Each ‘foreigner’ in a side makes further Team Re-rolls purchased more expensive, by 10,000 per 'foreigner'.
e) A Commissioner running a multi-race team league may wish to adapt the Star Player Quirk table to make the <i>Xenophobe</i> Quirk more common (and the <i>Broad-minded</i> Quirk less common). This will result in more Stars causing a ruckus when ‘foreigners’ are brought in to steal their limelight.
The most important, non-optional rule is that ‘foreign’ players still count towards position limits. So if a Human team signs a Dwarf Blitzer, he counts towards their maximum of four (Human) Blitzers. Also, the maximum numbers of positional players a team can take from another list is equal to <i>one quarter</i> the number normally allowed on that list (rounded up). So an Orc team is normally allowed up to four Blitzers, but a Goblin team could sign only <i>one</i> Orc Blitzer.
The League Commissioner should keep a wary eye out for coaches who look for loop-holes in these regulations: for example, the afore-mentioned Goblin team can only have one <i>Orc</i> Blitzer, but they may then try and sign a Skaven Blitzer, a Dark Elf Blitzer, etc. This would go against the spirit of these house rules: a Commissioner might judge that the Goblins should only be allowed one or perhaps two ‘foreign’ Blitzers of whatever race.
Your league may want to make some exemptions to some or all of these restrictions for certain multi-race combinations (eg the time-honoured Skaven-Goblin combination ...).
In my opinion, a 'foreign' player should have to be very good (ie good Star Potential or existing skills/stat ups) for it to be worth bringing him into a side given the associated penalties. On the other hand, you don't want the penalties to be so severe that no team <i>ever</i> wants to hire a 'foreigner'.
All that being said: if <i>every</i> coach in your league is <i>completely</i> happy with the idea of everyone running totally mongrel teams, then there hardly need to be any penalties at all: however, all these teams may soon start to look the same …