Modifed SPP's for Completions

Got a great idea and/or proposal for BloodBowl?

Moderator: TFF Mods

Andromidius
Star Player
Star Player
Posts: 588
Joined: Thu Feb 28, 2008 11:10 pm

Modifed SPP's for Completions

Post by Andromidius »

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

Reason: ''
frogbear
Emerging Star
Emerging Star
Posts: 501
Joined: Sat Feb 02, 2008 2:13 am
Location: Australia

Post by frogbear »

I think this greatly advantages agility teams

I do not have enough experience however to make a judgment on whether this is a good or bad thing....

Reason: ''
*Beside Myself with Grief*
coma
Veteran
Veteran
Posts: 175
Joined: Sun Feb 24, 2008 5:05 pm
Location: Stockholm

Post by coma »

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.

Reason: ''
User avatar
Joemanji
Power Gamer
Posts: 9508
Joined: Sat Jul 05, 2003 3:08 pm
Location: ECBBL, London, England

Post by Joemanji »

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. :wink:

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!).

Reason: ''
*This post may have been made without the use of a hat.
plasmoid
Legend
Legend
Posts: 5334
Joined: Sun May 05, 2002 8:55 am
Location: Copenhagen
Contact:

Post by plasmoid »

For many years my old league gave 1 SPP for every 2 range bars of completions.
(We didn't give half SPPs, but we changed the SPP column to "range bars" and gave 1 for every 2).

We liked it :)

Reason: ''
User avatar
alternat
Veteran
Veteran
Posts: 225
Joined: Mon Dec 17, 2007 7:28 pm
Location: Tilea... er... Skavenblight!

Post by alternat »

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.

Reason: ''
wollfe
Rookie
Rookie
Posts: 57
Joined: Sat Mar 22, 2008 10:43 am

Post by wollfe »

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 :o

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

Reason: ''
User avatar
fire olli
Super Star
Super Star
Posts: 1193
Joined: Wed Mar 22, 2006 10:40 am
Location: Chorley, Lancashire

Post by fire olli »

i have never done that. What a great way to get quick SPP's.

I Also think that there should be a change. Something simple like 1 SPP for quick, short and long pass and 2 for a long bomb.

Reason: ''
User avatar
alternat
Veteran
Veteran
Posts: 225
Joined: Mon Dec 17, 2007 7:28 pm
Location: Tilea... er... Skavenblight!

Post by alternat »

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 :o
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.
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... :D

*I revised my math, and AG3 is not enough.

Reason: ''
Glowworm

Post by Glowworm »

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

Reason: ''
mage75
Experienced
Experienced
Posts: 105
Joined: Wed Nov 08, 2006 5:03 am
Location: Australia

Post by mage75 »

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 !!

Reason: ''
MadLordAnarchy
Legend
Legend
Posts: 2056
Joined: Mon Jan 05, 2004 11:53 am
Location: London, UK
Contact:

Post by MadLordAnarchy »

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.

Reason: ''
[size=75][b][url=http://bbowl.pendragonknights.co.uk]AD Blood Bowl[/url]
[url=http://adcorppublishing.co.uk]Publisher[/url]
[/b][/size]
whitetiger
Star Player
Star Player
Posts: 558
Joined: Sat Jan 26, 2008 10:48 pm
Location: Ohio, USA

Post by whitetiger »

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.

Reason: ''
It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
Andromidius
Star Player
Star Player
Posts: 588
Joined: Thu Feb 28, 2008 11:10 pm

Post by Andromidius »

How about 2 SPP's for a caught Hail Mary Pass?

It's not like it's going to happen very often...

~Andromidius

Reason: ''
User avatar
Darkson
Da Spammer
Posts: 24047
Joined: Mon Aug 12, 2002 9:04 pm
Location: The frozen ruins of Felstad
Contact:

Post by Darkson »

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".

Reason: ''
Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
Post Reply