***COMPETITION*** - Design a new skill for the MBBL2

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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Ullis
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Post by Ullis »

voyagers_uk wrote:So Esko, it is a bit like Mighty Blow with a negative for actually hurting someone (assuming you roll doubles)?

Not sure I would take it over Mighty Blow or Tackle as a second skill, or even a third.
Thanks for the feedback, Steve! My idea was that as a General skill it could be taken by anyone with access to only G skills, whereas Mighty Blow is a S skill.

I see the main problem in thinking up a new skill is that most ideas are such that nobody would really take that ever except as the 8th or 9th skill. This doesn't mean they're bad, just that there are better alternatives. I must say that I'd have a hard time taking my own skill too.

Back to the drawing board! So far I think Feint is my favourite.

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Darkson
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Post by Darkson »

Would it combo with Mighty Blow?

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Post by voyagers_uk »

looking at it, I would say it has to, however I am not sold on the benefit given the send off ratio.

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Post by Darkson »

If it doesn't combo with MB, then it's an Ok skill, but not one I'd take (plus I'm not sure that the tool could automatically handle the SO on a double, which means you have to rely on the players, which hs been shown doesn't work :oops: :roll: ).

if it does (which is what I assumed) it's to much for what is already a bash-heavy league, so one (if I had a vote) I wouldn't allow in the MBBL2.

Overall, doesn't look good for it from my seat. :(

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Post by Leipziger »

Breasts (Extraordinary)
The player has a phenomenal rack (boobs or moobs) and always catches the eye. Before an opposing player blocks, they must roll a d6. If the roll is 2 or less, then the action fails and the player is left there dribbling and oblivious until the next turn. Also, if the player with breasts is knocked to the floor, -1 is applied to the armour roll as the player has extra protection...

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Ullis
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Post by Ullis »

My idea was that Rough Block wouldn't stack with MB, but I should've just written that there.

The problem is that it would have to be user administered, but that's the case with a lot of other skills too. And you could just use the Mighty Blow options in the knock down box to use it. Anyway, here goes again, for the underdogs this time:

Tactical Genius (General or Passing)
This player has an excellent grasp of how to employ new players on the team and knows how to get the maximum effect from their skills. Moreover, he's such a nice guy that new players feel right at home playing in the team. When this player starts a drive on the pitch, all players playing on the same team expect Big Guys can ignore the effects of the Loner skill.

This would be easy to implement in the PbeM-tool as any player affected by this skill is added to the roster manually anyway. Granted, it does add a new dimension of fiddliness to the tool. The name needs some work too and again this might be too cornercase to be taken by anyone. My Necromantic team on MBBL would have benefited from this enormously though.

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Post by Darkson »

MBBL2 doesn't use Loners.

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Post by voyagers_uk »

C'mon Esko - 3rd time is the charm!! :D

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Post by voyagers_uk »

Soporific Blood - AG skill

This player is full of Bile and it is dangerous to try to hurt him. Any Block that breaks his armour spatters the Aggressor with the contents of his veins no matter what the outcome of the Block, the Aggressor is Stunned.

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Post by voyagers_uk »

a skill for gobbo's everywhere. 8)

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Post by Andromidius »

Tumble (agility)

This player's gymnastic skills allow him/her to land relatively softly after a fall. Sometimes.

If this player goes prone due to a failed dodge, leap or go for it roll, he/she may ignore any injury roll on a 4+. That player remains prone (and drops the ball if holding it), and a turnover is still caused, but otherwise suffers no ill effects.

-------------------------

Designed to make risky dodge and sprint plays slightly less risky on the player's health. Probably won't be a popular skill on a rookie, though.

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Post by SillySod »

voyagers_uk wrote:So Esko, it is a bit like Mighty Blow with a negative for actually hurting someone (assuming you roll doubles)?

Not sure I would take it over Mighty Blow or Tackle as a second skill, or even a third.
Its very powerful on something like a werewolf. Since its a skill you dont have to use the +1 unless you need it to break the armour, and you dont need to use it on the injury roll if the injury roll is a double.

Edit: one issue is people could deliberately block you with a goblin... "oh no, a skull, oh no, you broke armour... oooh a double" :lol:

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Post by Diabl0658 »

Agility skill - Roll (i really cant think of a decent name for this skill)

Whenever a player is knocked down from a skull or both down on a block (whether they are being blocked or blocking) the player does not need to roll armour/injury. A player being knocked down from a skulled or both down block still suffers a turnover as usual.

This skill is mostly for stunties. Elves and such can take block instead, which is far better than this skill, while those without G access can have this psuedo block skill.

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Ullis
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Post by Ullis »

Ok. One more, no actually two more.

Inspiring (Passing)

Some Blood Bowl players have a bad habit of faking their injuries, especially when faced with teams notorious for severe brutality. Some times this is just common sense, as Ogres are known to have a hard time spotting things that don't move. This player is known for his inspiring speeches that fire up the team even in the face of tremendous adversity. Before any kick-off, if this player is in the reserves, add +1 to any KO rolls this team makes. This effect does not stack with any other positive modifiers on the KO roll.

or:

Inspiring (General)
This player has the ability to get the best out of his team mates. Whatever it is, scary scowls or a cheery yell of "You can do it, mate!", this player knows how to keep up a positive attitude. Any player on the same team in this players tackle zone can add +1 to any roll for which a reroll could normally be used (even if a reroll is already used for the turn or no rerolls remain). The +1 applies to any rerolls as well. This effect does not stack, so only one Inspiring bonus can be used on any roll.

Couldn't bother to think of different names and Inspiring kind of fits both. The second version could be a passing skill as well, but I don't think anyone'd be tempted by it then.

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Post by Darkson »

Problem is both of them will need either programming, or rely on the coaches overiding the tool.
Therefore, no good. Sorry.

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