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- Buggrit
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How about a new agility skill for players that have 'the right stuff' I think it should be called Frequent Flyer and enable the player to get a +1 bonus to his landing rolls on Throw Team Mate plays 

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- GalakStarscraper
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Re: Frequent Flyer
In the MBBL2 we have that already under the name Landing. So yeah I think its a good idea.Buggrit wrote:How about a new agility skill for players that have 'the right stuff' I think it should be called Frequent Flyer and enable the player to get a +1 bonus to his landing rolls on Throw Team Mate plays
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Why?Should it have a pre-requisite skill…. Sure feet?
Anyways, normally skills provide a reroll (whereas mutations give +1), so I'd prefer it if this skill gave a reroll for landing instead of +1. Since sure feet was mentioned, how about extending sure feet to provide a reroll for landing as well as going for it, instead of adding a new skill?
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Sure feet was an agility skill last time I checked.
If you combine landing and GFI reroll in one skill, it makes much more sense if it does the same thing on both landing and GFI, i e providing a reroll. If you can't live with a reroll, then it should be different skills.
A problem with having landing and GFI rerolling in one and the same skill is that people might then not know wether you can reroll a GFI if you have rerolled the landing. Rerolling the landing is a passive skill and passive skills usually don't have any restrictions on how many times they can be used. But on the other hand, rerolling a GFI is an active skill, and active skills almost always have the restrictions that they can only be used once per turn. However, some coaches may argue that it's not once per turn but once per action, and since rerolling the landing is not done during the action, the once-per-action restriction does not apply. Regardless how it would be ruled, the skill description would explicitly state if you can reroll a GFI after you've rerolled the landing.
If you combine landing and GFI reroll in one skill, it makes much more sense if it does the same thing on both landing and GFI, i e providing a reroll. If you can't live with a reroll, then it should be different skills.
A problem with having landing and GFI rerolling in one and the same skill is that people might then not know wether you can reroll a GFI if you have rerolled the landing. Rerolling the landing is a passive skill and passive skills usually don't have any restrictions on how many times they can be used. But on the other hand, rerolling a GFI is an active skill, and active skills almost always have the restrictions that they can only be used once per turn. However, some coaches may argue that it's not once per turn but once per action, and since rerolling the landing is not done during the action, the once-per-action restriction does not apply. Regardless how it would be ruled, the skill description would explicitly state if you can reroll a GFI after you've rerolled the landing.
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I like the reroll idea better than the +1 modifier. I am not so sure about adding it to sure feet, though. I wonder, if that makesthe skill too powerful. On the other hand, if you use the sf reroll for landing, you cannot use it for GFIs anymore. Hmm ... *thinks* ... I´d still prefer a separate skill.
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Me too.Fronko wrote:I like the reroll idea better than the +1 modifier. I am not so sure about adding it to sure feet, though. I wonder, if that makesthe skill too powerful. On the other hand, if you use the sf reroll for landing, you cannot use it for GFIs anymore. Hmm ... *thinks* ... I´d still prefer a separate skill.
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The landing reroll would be for stunty teams only, so "too powerful" isn't really an issue. Even if the landing reroll was provided as part of right stuff, I don't think there's any risk whatsoever that the stunty teams would become too powerful.Fronko wrote:I like the reroll idea better than the +1 modifier. I am not so sure about adding it to sure feet, though. I wonder, if that makesthe skill too powerful.
As I said earlier, that is highly debatable. It would be up to the skill description to explicitly specify if you can reroll GFIs after having rerolled landing. I would prefer it if you could, because otherwise you'd have to remember if the player rerolled his landing, and the time between the landning and the GFIs may be several minutes (because other players may take their actions between the landing and the GFI). And my memory is certainly not 100% when it comes to things that happened several minutes ago. Anyways, having separate skills would solve the whole issue.Fronko wrote:On the other hand, if you use the sf reroll for landing, you cannot use it for GFIs anymore.
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well from my own limited experience, i cant see many other useful agility skills for a goblin team past sidestep and catch, and the no-brainer for me is catch.
i think making a reroll to landing part of sure feet would make sense, and also not be overpowered. i mean you can only use it on one player per turn (like horns), and even then you probably wont throw a goblin every turn. and even then, it seems a waste for more than 2-3 goblins to have it.
on the other hand it may make the TTM too reliable
i think making a reroll to landing part of sure feet would make sense, and also not be overpowered. i mean you can only use it on one player per turn (like horns), and even then you probably wont throw a goblin every turn. and even then, it seems a waste for more than 2-3 goblins to have it.
on the other hand it may make the TTM too reliable

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I hate anything that makes TTM better. It always works against me anyway. Why does it need to get better? It's already too strong.
Sure feet is a great skill for Stunties all by itself. If you can't see what MV8 does for you then I won't be able to convince you but you're all overlooking a good skill.
Don't add anything to the game to help these buggers land any better. I think they should only land upright on a 6. Gives them a chance but not a very good one. That's what TTM is supposed to be about.
Try convincing a Halfling coach of that though....
Sure feet is a great skill for Stunties all by itself. If you can't see what MV8 does for you then I won't be able to convince you but you're all overlooking a good skill.


Try convincing a Halfling coach of that though....

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i agree with snew...ttm should be a luck play that only works rarely and usually backfires. anything that makes it better is bad.
also, i think stunties have a "must have" skill too, but it's not sure feet or catch, it's sneaky git!
also, i think stunties have a "must have" skill too, but it's not sure feet or catch, it's sneaky git!
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