Galak's LRB7 test rules coming to FUMMBL

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koadah
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Re: Galak's LRB7 test rules coming to FUMMBL

Post by koadah »

Darkson wrote: LRB4 was better than CRP because it was more fun and more varied.

Unfortunately, someone thought the game should be more about "fairness" than fun.

I understand "more varied" but not "more fun".

I'd say that reducing the number of games that are over before they start is increasing the fun.

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by Glamdryn »

I think a large majority of players think that removing traights was a bad idea.

The other largely contested rule was IGMEOY.

Both of these rules worked really well and should have been left in, in my opinion.

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by dode74 »

There's that unsubstantiated "large majority" again ;)

I liked traits and the eye as well. Not having them doesn't make the game "broken", just different. "Broken" should be at least demonstrable.

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by spubbbba »

I think the game is poorer without traits.

The removal of them and the extra TV paid for doubles ans stats means that far too often it's not worth taking a non-normal skill. Under LRB4 a double opened up a huge array of choices, now there are just a handful of skills worth taking for most players and it makes teams a lot less interesting unless you decide to take sub-optimal skills.

I quite liked taking +AG or MA on players like dwarf longbeards or black orcs on the 3rd skill as it opened up some new options, but now it's a complete waste of TV.

I agree with Garion about wizards being underpriced for the huge game changing effect they can have too.

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by garion »

Darkson wrote:To be honest, I also feel the removal of Traits was a big mistake. The need to nerf skills as they were now unlimited (in thst they were available to all [Stand Firm being the obvious example]) has lead to very one-dimensional team building.

For all it's faults, I still feel LRB4 was a better system than LRB5/CRP (and most of the issues in LRB4 can be "fixed" by taking the good ideas from CRP i.e. handicaps vs Inducements, Journeymen). If it wasn't for the fact I've managed to get my club-mates into tournament play (and therefore needing to be up-to-date on the official rules) we'd still be using our LRB4/LRB5 hybrid rule set.
dode74 wrote:If I was good at a game and the rules changed I'd be upset about it too.
I can categorically deny that's the reason why I think LRB5/6 was a backward step - I wasn't good at LRB4, I'm not good at LRB5/6, so it's a non-issue for me.
LRB4 was better than CRP because it was more fun and more varied.

Unfortunately, someone thought the game should be more about "fairness" than fun.

First of all if me and darkson agree on something then it really must be fact, it doesn't happen too often :wink:

koadah wrote:
Darkson wrote: LRB4 was better than CRP because it was more fun and more varied.

Unfortunately, someone thought the game should be more about "fairness" than fun.
I understand "more varied" but not "more fun"

I'd say that reducing the number of games that are over before they start is increasing the fun.

Secondly I don't get what you mean, the number of games that are over before they have started have gone through the roof in this edition.

2 CPOMB teams playing one wins the toss, they win. CPOMB team vs, any bash team without CPOMB = CPOMB win unless freak occurance. CPOMB vs elf, elf win if they have a wizard. Otherwise its just completely down to luck possibly slight advantage to elves.

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Re: Galak's LRB7 test rules coming to FUMMBL

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by GalakStarscraper »

:D

I'd be fine if you brought back traits ... one trait in each category and make it so you can only get the trait if you have access to the category and roll doubles:

Then do:

General: Block
Agility: Dodge
Passing: Leader
Strength: Guard
Mutation: Claw

And it is valued like a doubles roll so +30 to the player.

Then I'd be fine with bringing back traits for Garion and Darkson. And yeah ... I am serious with this suggestion. You want VARIETY in rosters ... that should do it for you. Would be interesting to see what would happen with the game if the above were in the rules.

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by mattski »

Any team with Block as a standard would have to be re-priced right? Or they would have to have an alternate instead (Dwaf get stand firm, Norse get frenzy). Love all of this pipe dream talk though.

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by garion »

GalakStarscraper wrote::D

I'd be fine if you brought back traits ... one trait in each category and make it so you can only get the trait if you have access to the category and roll doubles:

Then do:

General: Block
Agility: Dodge
Passing: Leader
Strength: Guard
Mutation: Claw

And it is valued like a doubles roll so +30 to the player.

Then I'd be fine with bringing back traits for Garion and Darkson. And yeah ... I am serious with this suggestion. You want VARIETY in rosters ... that should do it for you. Would be interesting to see what would happen with the game if the above were in the rules.

Tom
Would change it too -

General: Wrestle - to hurt the elves
Agility: Doesn't need one, making wrestle a trait as it always should have been imo would be a HUGE nerf to agile teams. But if you have to have one then make it Jump Up with the LRB4 rules.
Passing: Leader
Strength: Pilling On
Mutation: Claw

Can't make Guard a trait, Elves cannot function without 1 or 2 guard players at a high TV and if it was gone they would be screwed, Dwarves just wouldnt be able to move unless they rolled a lot of doubles. Also put FA and DP back together. Then you have a pretty solid ruleset.

All would be needed then would be +1 to armour roll for fouls, Igeomy minus the argue roll. Secret weapon rolls. Some improvements to the terrible selection of star players. Then just a few little tweaks here and there to the rosters, 8 Ogres, - 10k off Ogre price, Slann blitzers made cheaper and maybe altered slightly, Zons need sorting, get rid of the stupid Norse thrower lol, - 10k on human blitzers, possibly a couple of other tweaks here and there and your golden.

Also the wizard needs looking at, he is too powerful for agile teams.
Now for the out there idea - I always liked the idea of the wizard being a star player so you actually have to field him. Give him 6, 2, 3, 7 and he has to be within X amount of squares to use a spell and can't move and use a spell the same turn. You may even be able to bring back zap if after testing this prooved to be a big nerf to the wiz. Could be fun XD

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by burgun824 »

garion wrote:Also the wizard needs looking at, he is too powerful for agile teams.
Now for the out there idea - I always liked the idea of the wizard being a star player so you actually have to field him. Give him 6, 2, 3, 7 and he has to be within X amount of squares to use a spell and can't move and use a spell the same turn. You may even be able to bring back zap if after testing this prooved to be a big nerf to the wiz. Could be fun XD
I seriously want some of whatever it is you've been smoking.

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by kurtlemalin »

GalakStarscraper wrote::D

I'd be fine if you brought back traits ... one trait in each category and make it so you can only get the trait if you have access to the category and roll doubles:

Then do:

General: Block
Agility: Dodge
Passing: Leader
Strength: Guard
Mutation: Claw

And it is valued like a doubles roll so +30 to the player.

Then I'd be fine with bringing back traits for Garion and Darkson. And yeah ... I am serious with this suggestion. You want VARIETY in rosters ... that should do it for you. Would be interesting to see what would happen with the game if the above were in the rules.

Tom

I love it, and yes block should be a trait and not wrestle, because block can do injury and cause turnover , not wrestle, it s sad for dwarves teams :) cry dwarves coach lol
Seriously, it s seems nice.
I had too the idea to divide skill in 2 parts
Majors skills like block dodge guard and so on --> 15k/20k
Minor skills like sure feet--> 5k/10k

olivier.

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by Daht »

GalakStarscraper wrote::D

I'd be fine if you brought back traits ... one trait in each category and make it so you can only get the trait if you have access to the category and roll doubles:

Then do:

General: Block
Agility: Dodge
Passing: Leader
Strength: Guard
Mutation: Claw

And it is valued like a doubles roll so +30 to the player.

Tom
I really like this idea, but I think dodge and guard would scramble basic balance a bit.. block I'm not sure, it would def raise wrestle-stock some, but no chance for block on a big guy ever is the final nail in the 'not worth the tv' for them also problematic for stunties... I'd go:

General: none (general is general blockspam teams make block tricky, nothing else is that big a deal, plus stunties and big guys need block option)

Ag: sidestep (no your guard black orc can't sidestep, get stand firm.. not every catcher/wd/elf blitz will sidestep within 31spp)

Str: Piling On (no more nerfs needed there)

Passing: Leader (a reason for norse thowers to exist, no cheap rr option for purebash teams)

Mutation: Claw (because it's claw)

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by legowarrior »

I don't know, it would make bash harder if Block was a trait, and it would make team development more interesting, since Block is the most often first skills. Sure we would have to do some team rebalancing, but not too much.
Amazons - Replace dodge with jump up, and make blitzers faster.
Dwarfs - Get rid of thick skull.
Blitzers - Now they are special since they have a skill no one else can get easily. Huzzah!

Game saved, Clawpombers are hard to make, since Claw is doubles and so is block, to necessary components of it all.

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by dode74 »

And there we have the next source of disagreement :lol:

Honestly, there really is no way everyone would be happy - we're a bunch of whinging gits :lol:

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by garion »

kurtlemalin wrote:
I love it, and yes block should be a trait and not wrestle, because block can do injury and cause turnover , not wrestle, it s sad for dwarves teams :) cry dwarves coach lol
Seriously, it s seems nice.
No Block shouldn't be becauase then you would be nerfing Block, Pilling On and Claw all bash weapons. Also it wouldn't effect Dwarves at all because they start with Block anyway?????
I really like this idea, but I think dodge and guard would scramble basic balance a bit.. block I'm not sure, it would def raise wrestle-stock some, but no chance for block on a big guy ever is the final nail in the 'not worth the tv' for them also problematic for stunties... I'd go:

General: none (general is general blockspam teams make block tricky, nothing else is that big a deal, plus stunties and big guys need block option)
Ag: sidestep (no your guard black orc can't sidestep, get stand firm.. not every catcher/wd/elf blitz will sidestep within 31spp)
Str: Piling On (no more nerfs needed there)
Passing: Leader (a reason for norse thowers to exist, no cheap rr option for purebash teams)
Mutation: Claw (because it's claw)
It seems we all agree on Passing, Mutation and Strength trait.

But if you are making Pilling On and Claw Doubles then bash gets the nerf and agile teams get nothing. Wrestle has to be the General one because that is a huge nerf to agile teams. Wrestle is just as powerful for evles as PO is for bash teams and as such should be the trait.

Getting rid of side stepping Black orcs and Saurii etc... would again be removing one of the interesting and fun skill combos in the game, definately no to that, the game should be about fun, and frankly you don't see that combo anymore anyway, everyone just blodges their black orcs up now because of the fear of CPOMB.

Finally for Agile I think sneaky git would actually be the better trait and change the skill to - re-roll foul Av or Inj roll. Like Pilling on basically but with fouling. Then all races would be able to bash a bit but obviously you can only use once turn so not as good as PO and you can also get sent off for it. But this would also improve stunty teams a bit and spread the bash out instead of focusing it all in one spot. This combined with igeomy would be perfect. (minus the argue roll)

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