new skill: low blow
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new skill: low blow
Low Blow (general skill)
A player with this skill is a master of temporarily incapacitating an opponent by well timed blows to vulnerable parts of his opponents anatomy.
Effects +2 to armour roll, but injury roll is automatically a "stunned" result.
I though of this a while ag and though i'd see what everyone else thinks. Main problem is it means less blood. It could stack with mighty blow/claw though. (although being hit in the goolies by a mighty blow/claw chaos warrior could well cause permanent damage)
A player with this skill is a master of temporarily incapacitating an opponent by well timed blows to vulnerable parts of his opponents anatomy.
Effects +2 to armour roll, but injury roll is automatically a "stunned" result.
I though of this a while ag and though i'd see what everyone else thinks. Main problem is it means less blood. It could stack with mighty blow/claw though. (although being hit in the goolies by a mighty blow/claw chaos warrior could well cause permanent damage)
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It's hard to judge but I think that adding this skill would throw the whole game balance upside down. Especially if it stacks with mighty blow. Getting a stun is usually all you need, everything on top of that is just icing on the cake.
For teams like Dark Elves this skill would be downright awesome! Only use it when you actually need that +2 to bust armour certainly wouldn't decrease your casualty count but in fact increase it as thanks to those stuns you can now set up more favourable blocks and keep the initiative.
I would add something like Frenzy has: if a player has this skill he must always use it whenever he can. That might make it more of a specialist skill instead of a no-brainer.
Quite the contrary, as you'll only use it if you couldn't break armour without using the +2 modifier.Main problem is it means less blood.
For teams like Dark Elves this skill would be downright awesome! Only use it when you actually need that +2 to bust armour certainly wouldn't decrease your casualty count but in fact increase it as thanks to those stuns you can now set up more favourable blocks and keep the initiative.
I would add something like Frenzy has: if a player has this skill he must always use it whenever he can. That might make it more of a specialist skill instead of a no-brainer.
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the risk is in the block. given the nature of blood bowl i don't think you'd get sent off for hitting an opponent that is standing regardless of where/how you hit them. a prone player is different hence the fouling rules.MadLordAnarchy wrote:Could be an illegal blow of some kind if the risk needs to be ramped up.
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Maybe you could call it a "sucker punch" instead? It seems more goblin-ish.
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This would be a good general skill or agility skill, but it couldn't stack with Mighty blow or Claw.
If it stacked with Claw and Mighty Blow, a werewolf after two advances would have the following results for every knockdown he made (except against halflings and snotlings- where it would be better.)
2- No effect
3- No effect
4- No effect
5- Auto stun
6- Auto stun
7- Roll for injury (straight roll)
8- roll for injury, add +1
9- roll for injury, add +1
10- roll for injury, add +1
11- roll for injury, add +1
12- roll for injury, add +1
For those scoring at home, that's a 1/6 chance of not breaking armor, a 9/36 chance of auto stunning, a 1/6 chance of a straight armor roll, and a 15/36 chance of an injury roll at a +1... simply too good in my view.
If the skill didn't stack with MB or Claw, it would become an agility team's version of Mighty Blow, and it would be quite useful. Especially for skinks, goblins, and halflings, who would effectively have an Improved armor break claw.
Oh, and I like sucker punch and low blow equally as names... fun times!
If it stacked with Claw and Mighty Blow, a werewolf after two advances would have the following results for every knockdown he made (except against halflings and snotlings- where it would be better.)
2- No effect
3- No effect
4- No effect
5- Auto stun
6- Auto stun
7- Roll for injury (straight roll)
8- roll for injury, add +1
9- roll for injury, add +1
10- roll for injury, add +1
11- roll for injury, add +1
12- roll for injury, add +1
For those scoring at home, that's a 1/6 chance of not breaking armor, a 9/36 chance of auto stunning, a 1/6 chance of a straight armor roll, and a 15/36 chance of an injury roll at a +1... simply too good in my view.
If the skill didn't stack with MB or Claw, it would become an agility team's version of Mighty Blow, and it would be quite useful. Especially for skinks, goblins, and halflings, who would effectively have an Improved armor break claw.
Oh, and I like sucker punch and low blow equally as names... fun times!
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That would work, but doesn't fit in with the current rules on when you choose to use die roll modifiers. Maybe it could simply not stack with mighty blow, to tone it down a bit. As a skill it's really a sneaky alternative to mighty blow, rather than a bashing coach's choice.Joemanji wrote:Maybe make the coach declare he is using it before he rolls for AV? You are either aiming for the vittals or you aren't...
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If it said you had to declare it before rolling for AV in the skills description, it would fit with the rules.stormmaster1 wrote:That would work, but doesn't fit in with the current rules on when you choose to use die roll modifiers. Maybe it could simply not stack with mighty blow, to tone it down a bit. As a skill it's really a sneaky alternative to mighty blow, rather than a bashing coach's choice.Joemanji wrote:Maybe make the coach declare he is using it before he rolls for AV? You are either aiming for the vittals or you aren't...
Remember, the rules say "after the roll UNLESS stated otherwise in the skills description".
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Ok good idea. It would be a much better balanced skill like that. very good for sides like goblins and elves. For gobbos you get twice as many fouling chances, for elves you may have scored by the time they get back up.Darkson wrote:If it said you had to declare it before rolling for AV in the skills description, it would fit with the rules.stormmaster1 wrote:That would work, but doesn't fit in with the current rules on when you choose to use die roll modifiers. Maybe it could simply not stack with mighty blow, to tone it down a bit. As a skill it's really a sneaky alternative to mighty blow, rather than a bashing coach's choice.Joemanji wrote:Maybe make the coach declare he is using it before he rolls for AV? You are either aiming for the vittals or you aren't...
Remember, the rules say "after the roll UNLESS stated otherwise in the skills description".
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That's such an ugly rule, I never took it up myself.Darkson wrote:Remember, the rules say "after the roll UNLESS stated otherwise in the skills description".
It could be situational - can only be used in a case where X eg can't be used with both down or can only be used with both down, or can't be used with an assist.
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