Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
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lucifer wrote:If it does make Tentacles weaker, then how about giving the BoN Mutations access as standard to compensate?
It doesn't make tentacles weaker. The number of folks who mix Pro with Tentacles doesn't constitute a population worth making a statement that a still was made weaker (IMO).
Galak
Reason:''
Impact! - Fantasy Football miniatures and supplies designed by gamers for gamers
lucifer wrote:If it does make Tentacles weaker, then how about giving the BoN Mutations access as standard to compensate?
It doesn't make tentacles weaker. The number of folks who mix Pro with Tentacles doesn't constitute a population worth making a statement that a still was made weaker (IMO).
Galak
I like the 'one roll' principle, and it solves a lot of timing issues which always occur with stuff happening in the opponents turn.
And if it turns out that Tentacles is not good enough (not my opinion btw), and a boost _would_ be needed I'd rather see the target number shift up for the dodging player. (I.e. "if the modified roll is 7 or higher you get away and may move as normal.")
I would also like to see single rolls introduced to the game. Sparingly, of course. This would further allow team re-rolls to be acievements in teamwork rather than individual ahievements. The single rolls that I would like to see would be: Tentacles, Dauntless, Shodowing and Foul Appearance. I guess it would be faster to allow TRR only on Block dice, Agility rolls and Negatraits.
I don't know about Foul Appearance, that skill is so damn good anyway. I've had games where my opponents have failed to roll the FA on key Block/Blitz Actions and if they hadn't been able to reroll, their turn would have become a total mess.
Father911 wrote:Shadowing: roll 2D6+ your movement - opponents movement, if the modified roll is 8 or higher you get away and the shadower may not follow.
Tentacles: roll 2D6+ your strength - opponents strength, if the modified roll is 6 or higher you get away and may move as normal.
I like this. Will propose the idea when we play again tomorrow.
Reason:''
Reading my sig was by about three seconds of total waste of time.