AG 6 passes

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DoubleSkulls
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Post by DoubleSkulls »

The reason I don't like that (and I've played in a league with that house rule too) is that it makes the end of half "toss the ball downfield so my opponent can't score" tactic just a little bit too effective for only a 1/6 chance of a fumble IMO.

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Post by Topper »

Rustycan wrote:So even with a AG6 and you roll a 1-2-3, you fumble. So if you ever get a chance to take a second AG upgrade, maybe say nay, and choose a skill instead.
It´s still great for dodges and pick ups in TZ as well as interceptions.

Thx alot for the help guys.

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Post by Snew »

Bucket-Head wrote:
Pil wrote: (maybe fumble should only be modified by TZ's rather than any negative modifiers).
I think so. We used it in a league and worked very well.
Made passing so much easier huh? We played that way too and I disagree that it worked so well. Longer passes SHOLUD be riskier. I agree that it feels funny when an Elf can't throw an inaccurate pass but I guess that's just their way.

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Post by Kyrel »

ianwilliams wrote:The reason I don't like that (and I've played in a league with that house rule too) is that it makes the end of half "toss the ball downfield so my opponent can't score" tactic just a little bit too effective for only a 1/6 chance of a fumble IMO.
The easiest way to fix that is to only allow passes to players on one's own team. No throwing the ball to an empty square in the opponent's backfield in order to prevent them from getting the ball in your own backfield. But this is, of cause a matter of oppinion.

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Post by Darkson »

Which then re-nerfs the Diving Catch/Hail Mary Pass skills, unless you then add in an excetion if throwing to/from a player with either of these skills...

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Post by plasmoid »

Hi all,
Ian said:
>The reason I don't like that (and I've played in a league with that house
>rule too) is that it makes the end of half "toss the ball downfield so my
>opponent can't score" tactic just a little bit too effective for only a 1/6
>chance of a fumble IMO.

IMO, this isn't really an actual problem, just a new tactic.
It's not like dropping an attempted long throw 50% of the time is realistic.
And keeping a guy behind to compensate helps a lot.
New tactic. Not new problem. (I think :))
Cheers
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Post by Joemanji »

ianwilliams wrote:The reason I don't like that (and I've played in a league with that house rule too) is that it makes the end of half "toss the ball downfield so my opponent can't score" tactic just a little bit too effective for only a 1/6 chance of a fumble IMO.
Very true. But on the other hand, is that really a good tactic? For example, even now if I had a Thrower with the ball I'd still try to cage him up. Even two players to block angles is probably enough to guarantee the ball's safety. To me that seems a much safer bet than giving my opponent the chance of a fumble or interception or long-bomb + handoff.

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Post by Notorious_jtb »

Bucket-Head wrote:
Pil wrote: (maybe fumble should only be modified by TZ's rather than any negative modifiers).
I think so. We used it in a league and worked very well.
That sounds pretty good to me. Throwing a long bomb should have more chance of ending up off target, rather than a 50% chance of being dropped in the throwers square.

Having a big troll on you would make the fumble more likely, you could hit his head with the pass for example.

I like you idea Ian, with more randomness. Maybe you could do a simple version and have an inaccurate pass scatter an extra time for each 'pip' of extra failure e.g. a pass needing a 4+ would scatter 3times on a roll of a 3 but would scatter 4 times on a 2 and fumble on a 1. Or a pass needing a 6 would scatter 3 times on a 5, 4 times on a 4, 5 times on a 3 and 6 times on the roll of a 2 roll.
This means the ball could end up a fair way from the reciever and has a pretty good chance of ending up in a crowd = more random funness all round.

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Post by Grumbledook »

Bucket-Head wrote:
Pil wrote: (maybe fumble should only be modified by TZ's rather than any negative modifiers).
I think so. We used it in a league and worked very well.
i disagree, its this rule that allows dedicated throwers to throw the ball better than a high AG do it all guy

its a game mechanic not based on real life and the game is better for it

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Post by Cestodas »

i disagree, its this rule that allows dedicated throwers to throw the ball better than a high AG do it all guy

its a game mechanic not based on real life and the game is better for it
I agree. An "AGx, accurate, strong arm thrower" should be better at throwing the ball, than your random wannabe-thrower AG6 player.

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Post by Rituro »

Our league house-rules fumbling to only on a Natural 1. Simple, easy, nobody complains. (Well, except for me when my star thrower rolls double 1s. :pissed:)

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Post by Kyrel »

Darkson wrote:Which then re-nerfs the Diving Catch/Hail Mary Pass skills, unless you then add in an excetion if throwing to/from a player with either of these skills...
I must have missed out on that particular argument earlier on, because as I see it, a Hail Mary Pass IMO is/should be a regular Pass that doesn't use the range ruler, only fumbles on a '1', and is always inaccurate.
Similarly, as I recall it, the receiver has Diving Catch, then he is allowed to move 1 square when trying to catch an inaccurate pass that he was the recipient of anyway. If he's not the target of the pass, he can't use the skill anyway. Or have I missed out on a revision of the skill at some point?

I'll grant that my suggestion removes the option of simply tossing the ball to hell, because the opposing team is about to capture the ball and score, but besides that, just how is the Hail Mary Pass and Diving Catch skill being nerfed by only allowing passes of the ball to friendly players?

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Post by Topper »

Diving catch means he can catch a accurate ball thrown to an empty square next to him - or an inaccurate ball or one thrown in by the crowd next to him.

One important thing about the inaccurate vs fumbble discussion is that if you play with fumbles only on natural 1´s, you give the fast teams an extra advantage.

Also as said earlier the extra tactics needed to make the passes as short as possible is gone in many cases then.
Fx. sample by making a short pass and then a hand off to the intended receiver - since the risk of a fumble is pretty much gone.

The argument that "we do it like this, and nobody complains" well my guess is that few ppl complain about something they aren´t aware could be different.

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Post by stashman »

In our league we are starting to discuss - what about DIVING TACKLE?

If you leave a Diving Tackler and it's -2 to the AG roll, is this always a failure on 1-3? I think not.

Thanks for any help.

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Post by Bardbarian »

With Diving Tackle, remember you've got a +1 to dodge in the first place, so at worst it would be all 1-2 are fails.

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