Maybe add SPPs for catches? 1 point for a normal catch and 2 points for catching a pass bounced off of a wall?mrbrownesquire wrote:Does anybody have any thoughts about dungeonbowl league play. What with there only ever being one touchdown, SPP are alot harder to come by. Bashy teams still have the opportunity for SPP, but AG teams seem to lose out.
Dungeonbowl playtesting Q+A
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A point for pushing people into traps, chasms etc? It's a crowd pleaser, but might be too easy a way to earn SPP. How about for jumping X number of squares? Are all the pits etc the same size? Just make it wide enough so that elves won't automatically do it. Just throwing ideas out, but agree with Stu that the SPPs should be earned for Dungeon Bowl specific actions.
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How about this for new SPP allocations:
Passing - 2 SPP - Passing is harder due to enclosed spaces
Cas - 3 SPP
Int - 3 SPP
TD - 5 SPP - as the only tochdown wins the game
MVP - 6 SPP - to (almost always) guarentee one new skill after wach game
Crowd-pleasing SPP
Finding the ball - 1 SPP
Foul Cas - 1 SPP
Pushing into a pit - 1 SPP
Wall slam block - 1 SPP
Push into a teleport - 1 SPP
any thoughts, too many?
Passing - 2 SPP - Passing is harder due to enclosed spaces
Cas - 3 SPP
Int - 3 SPP
TD - 5 SPP - as the only tochdown wins the game
MVP - 6 SPP - to (almost always) guarentee one new skill after wach game
Crowd-pleasing SPP
Finding the ball - 1 SPP
Foul Cas - 1 SPP
Pushing into a pit - 1 SPP
Wall slam block - 1 SPP
Push into a teleport - 1 SPP
any thoughts, too many?
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Drop cas to 2, it's the same difficulty.
Drop int to it's normal 1, sames chances of success
Push into pit, Wall Slam, and Push into Teleport drop, as there are chances of cas SPP's there.
Drop int to it's normal 1, sames chances of success
Push into pit, Wall Slam, and Push into Teleport drop, as there are chances of cas SPP's there.
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Er, you know you get 2SPP for an intercept normally?hoomin_erra wrote:Drop int to it's normal 1, sames chances of success

Not for the pit (same as a crowd push), nor the teleport (cas roll if teleport to the same square).Push into pit, Wall Slam, and Push into Teleport drop, as there are chances of cas SPP's there.
Wall slam I agree with - drop.
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I like them all.mrbrownesquire wrote:How about this for new SPP allocations:
Passing - 2 SPP - Passing is harder due to enclosed spaces
Cas - 3 SPP
Int - 3 SPP
TD - 5 SPP - as the only tochdown wins the game
MVP - 6 SPP - to (almost always) guarentee one new skill after wach game
Crowd-pleasing SPP
Finding the ball - 1 SPP
Foul Cas - 1 SPP
Pushing into a pit - 1 SPP
Wall slam block - 1 SPP
Push into a teleport - 1 SPP
any thoughts, too many?
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Another qusestion raised from today's game - can you use a team reroll on a teleport.
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Not sure why you're restricting yourself to 1 ball and 1 TD. Just like in pinball, surely the game is best when it's multiball (and therefore more SPPs happening).
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Good idea MLA, and it could work like this.
First to 5 TD's wins. Chests have wee teleporters in them so that after each TD, each chest is randomly filled with either another bomb or ball.
Once a TD is scored, remove all chests, fill with the usual 1 ball and rest bombs, mix up, and place on the same spots again. If you want the Multiball option, make it 2 balls. I think any more than 2 would get a bit much.
First to 5 TD's wins. Chests have wee teleporters in them so that after each TD, each chest is randomly filled with either another bomb or ball.
Once a TD is scored, remove all chests, fill with the usual 1 ball and rest bombs, mix up, and place on the same spots again. If you want the Multiball option, make it 2 balls. I think any more than 2 would get a bit much.
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Trouble with this option is that I have found that it takes on average 45 min to score once in a 2-player, 3- and 4-player games seem to take around 2 hours before a TD. To do five TDs with four players could potentially take 34 hours (if each player scores 4 times each before the final TD is scored).hoomin_erra wrote:Good idea MLA, and it could work like this.
First to 5 TD's wins. Chests have wee teleporters in them so that after each TD, each chest is randomly filled with either another bomb or ball.
Once a TD is scored, remove all chests, fill with the usual 1 ball and rest bombs, mix up, and place on the same spots again. If you want the Multiball option, make it 2 balls. I think any more than 2 would get a bit much.
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