Hi Rhyoth,
thanks for your time. I'm glad you like most of the stuff, and I'll be happy to explain why I did things the way I did:
PiOn: Yes, not going prone often
is a buff of sorts. That's why you only get the effect that is free on mighty blow. I'm trying to make the skill less extreme in its effect. I get that it is a bit dull, but lots and lots of skills are. And currently the extreme/fun element is causing problems in the game. Garion posted a nice long list of suggestions that have been made. I like this one because:
It's fair (evenly distributed effect). It's simple. It's not broken.
I know that the comparison with accurate/strong arm isn't perfectly similar, but I can live with that, just as I don't much care if nobody ever would take PO before MB.
Fouling and Sneaky Git:
I understand your example, but for me it is a higher priority to be able to get in a good foul on a PiOn player protected by team mates.
Concerning the Rosters, I do have some key rules, that I think are very important.
I don't want changes to spill over into other teams that don't need a change.
I don't want to make anyones miniatures redundant.
I don't want to invent special rules or new skills.
With that in mind, Rosters:
Human:
You're not alone in disliking the AV8 catcher. Neither am I in liking him.
There was a poll here at some point, and I think it was an even split.
I think AV comes from more than armour, also good physique. I think some fast catchers in the NFL are pretty darn fit. Besides, AV8 does not imply heavy armor.
If you look at the other existing catchers (high elf, wood elf, pro elf, amazon (& slann)) they pay with either ST or AV (compared to a lineman) for their high speed. Only the slann catcher pays with both (and he gets +1AG for it). I know AV8 would make him the 'toughest' catcher, but his ST makes him not tough instead.
I think Fend is an interesting choice. But to my mind, the problem is that many coaches prefer having linemen over human catchers. At least AV8 would let the catchers compete with the linemen.
Undead :
I can't agree that starting without MB is a short term buff. Lack of MB will make them a lot less deadly, and make them skill up more slowly. When you do get to first skill, if you take Block, then Mighty Blow will be a loooong way off.
Either way:
a) Give Ghouls Regeneration for 10 or 20 k, and if it makes the team too expensive, cut 10k off Skellies and Flesh Golems (yeah, you can't make this change without changing at least Necros, probably Khemri as well).
I don't like this because it affects the necro team which
really doesn't need a boost.
Also, Ghouls just don't regenerate in the fluff.
This would make them something like Wight Runners, which could be OK, except that's not what people have miniatures for.
b) When you reroll a Regen test with an Igor, add +1 to the dice.
?
I don't think this weakens the team short term.
c) Change Regen rolls : 1-2 no effect, 3-4 transform the injury into Badly Hurt*, 5-6 fully healed
*OR may reroll the injury (can't combine with an Apo)
Not exactly sure how big the effect would be. But it would affect necro, khemri, nurgle and trolls so I think the ripple effect would be far too big.
Amazons :
I must admit this is a tricky subject, but I can't say i like your change ; it could do the trick for trounaments, but i think it will make the team very frustrating to play in a league.
Right now I see a lot of coaches take wrestle on linewomen, because they have the 4 blodgers.
With wrodge blitzers, I think the linewomen would just get more block.
A full rewrite is probably the better option here (but if you get the shadow of a fragment of consensus on that topic, consider yourself a lucky man...).
Maybe it would be for the better. Personally, I like the 6337 dodging amazon team fine.
But either way, I'm not foolish enough to think I could ever get any kind of consensus on anything suggested for amazons, so I'd rather just do something really
simple.
Cheers
Martin