ReRoll House Rule suggestion

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cthol666
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ReRoll House Rule suggestion

Post by cthol666 »

I've just been thinking of a possible house rule regarding rerolls, that mighht better reflect the idea behind rerolls in the first place. Rerolls are ( i think) meant to reflect how well the team trains together and how well rehearsed their plays are. In RL, this is very hard to do with rookie teams. How about removing the option to buy rerolls from team creation. You can still induce them before each game, possibly with an increasing price (i mean, there's a law of diminishing returns or training, where tiredness starts to counteract any actual training benefits...), say, 50k, 75k, 100k, etc.

Then you add in the following: Each team receives rerolls based on the collective experience of its members: for every (insert number here) of AVERAGE games played, the team gets one reroll. You could even step it like spps: after 6 games, the team gets 1, after 16 another, and so on. The important thing would be the average: this makes old niggled or injured players a bit more attractive: after all, you keep on an old soccer player after he's passed his peak physical condition because he's a great team player, or has a good football brain, or whatever... the new guy might be stronger, but this guy plays a big role in the team plays.

Any ideas?

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Post by voyagers_uk »

it's interesting and harks back to 2ed a bit, but I think you will find the masses don't like it.....

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Post by Warpstone »

It's a neat idea, but it would further penalize stunty/low av teams that suffer alot of player turnover. Plus, longterm use in a league would make Khemri just too good.

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Post by fen »

Why would it make Khemri too good? Most of their team are AV7 players. They suffer more turnover of players than most regen teams and regen teams arguably suffer a higher turnover of SPPs than non-regen teams (who can apoth their best players selectively.)

It would favour High AV apoth teams most of all, specifically Dwarfs and Orcs. While Elf teams would probably get the shortest end of the stick as their players have a far shorter shelflife.

In all, nice idea, but it's something that favours the bash/AV teams while hurting the rest.

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Post by Kheldar »

I like the idea. And i dont see a problem in favoring the Bash / AV Teams. The lower AV Teams are normally not in so high need of rerolls, then the bash teams.

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Post by David Bergkvist »

Kheldar wrote:The lower AV Teams are normally not in so high need of rerolls, then the bash teams.
Agility rolls need to be rerolled, on average, once every six rolls, whereas blocks need to be rerolled, on average, once every 9 or 36 rolls (depending if you have block or not). So no, bashy teams do not need more rerolls than agility teams.

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Post by DoubleSkulls »

I had a suggestion a while ago.

Rerolls cost double at start up and normal price after the 1st game. Similar effect with a simpler rule.

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Post by Darkson »

So, under LRB5 rules, I make a norse team, leave 150k in the bank/treasurey/whatever it's called, and play one game as a TV85 team without rerolls (though I could get one or more as inducements). Then after the game, I just purchase the 3 rerolls.

Seems a bit pointless to me.

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Post by DoubleSkulls »

Like I said - it was a while ago - before LRB 5

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Post by Darkson »

"A while ago" doesn't set a time frame though. It culd have been an hour or two before you posted for all I know. ;)

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Re: ReRoll House Rule suggestion

Post by Rune »

cthol666 wrote: Rerolls are ( i think) meant to reflect how well the team trains together and how well rehearsed their plays are.
I think re-rolls are there to reduce the element of luck, as a single unlucky die roll ruining your turn becomes less likely. The part about how well trained the team is is just to justify the mechanic fluff-wise.

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Re: ReRoll House Rule suggestion

Post by Snew »

Rune wrote:
cthol666 wrote: Rerolls are ( i think) meant to reflect how well the team trains together and how well rehearsed their plays are.
I think re-rolls are there to reduce the element of luck, as a single unlucky die roll ruining your turn becomes less likely. The part about how well trained the team is is just to justify the mechanic fluff-wise.
Maybe, but then they'd all cost the same for all teams. They cost less for some and more for others to show how the players on the team rosters get along/perform.

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Post by Fronko »

Then again, that is the the fluffy explanation for a team-balancing mechanic.

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Post by Wylder »

God... Im glad you don't have anything to do with writing the rules.

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Post by Fronko »

And so am I.

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