We therefore looked at options to reduce the effectiveness of each of these so that coaches had to make more of a decision between taking them and other skills on offer.
Block
The idea was to split this into two separate skills; an offensive one and a defensive one. The idea being that the offensive one represented being able to knock people down by bashing into them, whereas the defensive one represents the ability to stay on one's feet in a ruck. For those players with Block currently as a skill then it would be decided whether this was the offensive version (e.g. Blitzer-types, Norse, etc) or the defensive version (Dwarf Longbeards, etc).
Guard
A number of alternatives came up for this and, to be honest, none were considered vastly superior to the others. The options included:
- a player with Guard cancels other (opposing) players with Guard in their tackle zones, and vice versa (simplest)
- Guard can only be used once in your turn and once in the opponent's turn (better, but may be hard to track the use of)
- Guard ignores the first enemy tackle zone when calculating assists (i.e. normally the presence of 1 opposing player's TZ prevents the assist, in the case of Guard it would require 2 opposing player's TZ to prevent the assist (probably the best in terms of fairness, but a potential nightmare to explain in writing)
Dodge
As with Block, the Dodge skill to be split into two separate skills; one which affects the block dice and one which provides a dodge reroll. Tackle would be changed to continue to affect both.
Side note: If Tackle didn't continue to affect both then either a new skill to affect the other would need to be created or you would end up with either 2+ with RR dodging OR players that don't go down at least 33% of the time (skull + dodge splat)
Again the current Dodge players would be split, e.g. Catchers, Witch Elves, Wardancers, etc would be rerolls, Amazons would be block Dice
Aim
The whole aim of this was to try and introduce some new tactics (like, god forbid, PASSING
