mattgslater wrote:Oh. Ok. No biggie then. That doesn't change anything I've said. DC is an ok late Catcher skill. But that also means that DC/KOR might have application on a Ghoul with even 4 improvements (those two, plus Block and either Catch or Side Step).
Wouldn't a ghoul be more likely to do block, sure hands, KoR, Catch, Diving Catch? That would obviously be the dedicated ball retriever.
I think the interesting side of this discussion is how effective KoR is at neutralising kick at the same time as demanding it.
Without kick, assuming centre square for both ball and receiver, there is a 50% chance of getting under the ball, plus a further 1/48 chance of it bouncing back to you (move 4 squares = 1/6, bounce back 1/8). Diving Catch adds a flat 1/6 to the odds of getting a catch attempt (so about 69% vs 52%).
For me that means the reduced odds kick gives in terms of ball in hand. Placed in the corner 3 squares in (so just inside the widezone) the 1/8 chance of going back to the middle plus the 2/8 straight up/across followed by a 1/8 chance of bouncing to a catch position means much better odds of getting a catch attempt without DC is down to 16%. KoR and DC more than doubles the odds getting you to about 40%.
I think all that means that KoR is a much better skill than some think. The chance of getting a catch attempt isn't great - but with good AG or skills it becomes well worth while.
However what this says to me is that againt KoR you really really want kick. A failed pick up can be a decisive event in a game - so increasing the chances of that happening is very important. Conversely KoR basically counters kick, and against teams without it gives a significant advantage.