Modifed SPP's for Completions
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Modifed SPP's for Completions
It seems strange to me that a Quick Pass gets the same SPP as a Long Bomb. Surely the harder the pass the more entertaining it is for the crowd?
So here's my thoughts:
Quick Pass Completion = 0 SPP (no more 'easy' SPP for quick leveling!)
Short/Long Pass Completion = 1 SPP
Long Bomb Completion = 2 SPP
I personally don't think that's complicated or unbalanced. It'll certainly reward a bit of bravery, and allow Throwers to develop alongside Catchers and Blitzers.
What does everyone else think?
~Andromidius
So here's my thoughts:
Quick Pass Completion = 0 SPP (no more 'easy' SPP for quick leveling!)
Short/Long Pass Completion = 1 SPP
Long Bomb Completion = 2 SPP
I personally don't think that's complicated or unbalanced. It'll certainly reward a bit of bravery, and allow Throwers to develop alongside Catchers and Blitzers.
What does everyone else think?
~Andromidius
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Well it sounds like one of those "if its suits your league..." and those I like. You could argue that the AG teams only get more SPP from a rule like this and I agree. But for the sake of logic I also agree with 2 SPP for the long bomb and in that case I think you should still gett 1 SPP for the quick pass just for play balance.
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- Joemanji
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I applaud the idea, but cheap shot comps are usually reserved for dead turns. So you might see throwers going for long bombs to get 2SPP instead of the current 1 for their troubles. 
Maybe remove the SPP if the receiver cannot possibly reach the endzone? I have no problem with quck passes during actually play as they constitute a genuine risk (especially against Skaven!).

Maybe remove the SPP if the receiver cannot possibly reach the endzone? I have no problem with quck passes during actually play as they constitute a genuine risk (especially against Skaven!).
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I was even thinking to remove SPP award from +1 modified throws (i.e. quicks without opponents' TZ) to spoil the fun from "elven volley" game (thrower pass to adjacent catcher, who hand it off back).
or at least not when the throw is a Pass-rerollable 2+ that has more than a 97% chance of success.
edit:
just to give complete informations, a normal roll has a one-in-six chance to failure (that's the very base of BB dice system: a one always fail).
Such event has a 83,33% success.
Every pas+catch roll which is over this chance of success awards no SPP.
Talking practically, this is true for every accurate quick pass made (at least) with thrower wit Pass skill, catcher with Catch skill and one at AG4, the other at AG3 (no matters who).
of course, putting in further skills as Accurate or Strong arm raises the range.
or at least not when the throw is a Pass-rerollable 2+ that has more than a 97% chance of success.
edit:
just to give complete informations, a normal roll has a one-in-six chance to failure (that's the very base of BB dice system: a one always fail).
Such event has a 83,33% success.
Every pas+catch roll which is over this chance of success awards no SPP.
Talking practically, this is true for every accurate quick pass made (at least) with thrower wit Pass skill, catcher with Catch skill and one at AG4, the other at AG3 (no matters who).
of course, putting in further skills as Accurate or Strong arm raises the range.
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dunno - getting a bit complicated - i'm an ex-maths teacher and hey i don't want to have to do any complicated maths when i'm playing BB - dunno bout the rest of you guys 
but i'll agree something should be done to stop the "elven volley" tactic as you so eloquently put it - and just before anyone says anything that i'm bashing elves - i play high elves
and undead

but i'll agree something should be done to stop the "elven volley" tactic as you so eloquently put it - and just before anyone says anything that i'm bashing elves - i play high elves

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of course, it is. not that much, ("SPP are not granted for Completion of Quick Pass if both players are AG4 or higher*, have Pass and/or Catch skill and are not in an opponent TZ" is no math, just check), but it is.wollfe wrote:dunno - getting a bit complicated - i'm an ex-maths teacher and hey i don't want to have to do any complicated maths when i'm playing BB - dunno bout the rest of you guys
myself, I don't want to see it on the fields, is some sort of racism, if you know what I mean... It was nothing but a starting point to think about the elven volley.
the next item in agenda is one turn TD...

*I revised my math, and AG3 is not enough.
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Why not try 0SPP for quick pass, 1 SPP for short/long and 2 SPP for long bombs?
Yes, this will favour high AG teams but as i play all teams (CD/DE/Undead/gobbo/'flings/lizardmen with Humans and Vamps being painted as we speak) I would humbly suggest that the 1SPP for cas favours "bashy" teams.....
doesnt seem that complex to me
Yes, this will favour high AG teams but as i play all teams (CD/DE/Undead/gobbo/'flings/lizardmen with Humans and Vamps being painted as we speak) I would humbly suggest that the 1SPP for cas favours "bashy" teams.....
doesnt seem that complex to me
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What about leave it as a single SPP for a normal pass, except if you need a 6 for the pass (due to tackle zones + long bomb + disturbing presence etc)? That way you get rewarded for being a clutch player, and it doesn't favour the agility teams.
The only downside is that lower AG teams will have more opportunities where they must have a 6 for the pass, but at least they will feel there is a beter reward for doing it. Elves can manipulate the situation to add modifiers to their pass roll, but I don't think too many throwers will want to end up in 2 tackle zones to start the next turn just to pick up one single extra SPP !!
The only downside is that lower AG teams will have more opportunities where they must have a 6 for the pass, but at least they will feel there is a beter reward for doing it. Elves can manipulate the situation to add modifiers to their pass roll, but I don't think too many throwers will want to end up in 2 tackle zones to start the next turn just to pick up one single extra SPP !!
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None of the above. Never liked the ideas to favour long throws as frankly those throws normally provide 3 SPPs for the receiver anyway shortly afterwards.
I'm not at all a fan of the free SPP throw that pretty much everyone does. The SPP drives the behaviour rather than the game situation driving behaviour.
I'm not at all a fan of the free SPP throw that pretty much everyone does. The SPP drives the behaviour rather than the game situation driving behaviour.
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It just makes it all too complicated for quick game play. If it should come to not giving AG 4 players SPP for making quick passes, then ST 4 players shouldn't get SPP for busting Woodies. And so on and so on....
I can understand giving 2 SPP for long passes, but then that would favor high AG teams. As for not giving SPP at all for short passes, short passes favor low agility teams for game play, and yes, high ag teams do tend to throw them to pad SPP, but I've found that players that do that tend to get into game specific problems for doing it.
I can understand giving 2 SPP for long passes, but then that would favor high AG teams. As for not giving SPP at all for short passes, short passes favor low agility teams for game play, and yes, high ag teams do tend to throw them to pad SPP, but I've found that players that do that tend to get into game specific problems for doing it.
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- Darkson
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Only thing I'd change is the definition of a "completion". I'd go back to LRB4 (and earlier) and have it as "any accurate pass than comes to rest in the hands of the throwers of your team-mates".
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