Changing Dauntless

Got a great idea and/or proposal for BloodBowl?

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David Bergkvist
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Post by David Bergkvist »

Goryus wrote:If I had free reign on changing the trait, I think I would change it dramatically. I would make it something like the following:

"A player with Dauntless is known for his courage and determination. Dauntless players will fight on even when faced with incredible odds, giving a good accounting of themselves to even the most vicious of opponents. To represent this, a Dauntless player that throws a block against an opponent with a greater Strength value (after assists and other modifiers have been applied) will always roll just one block die."
Unfortunately, this one has the same problem as Ian's first suggestion: a dauntless wardancer leaping into a cage where one of the corners has guard would get a one die block against the ball carrier.

It would be possible to make the rule:
A dauntless player that throws a block gains the same level of strength as his opponent, but cannot use assists or other strength modifiers. The opponent can use assists as normal, however.

That might be too lousy, though. It definately shouldn't be a trait anyways.

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Goryus
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Post by Goryus »

Hmm, you have a point. I hadn't considered Wardancers; I was thinking more along the lines of the beastmen/gutter runners/slayers and their ilk, and had phrased it the way I had thinking it would help limit potential abuses.

Your suggestion has a lot of promise as well, and thanks for the critique as much of suggestion. Perhaps the solution to my quandary is to allow assists, but limit the number of block dice that can be thrown.

...a dauntless player that throws a block against an opponent with a greater strength value counts as having the same strength as his opponent. Assists and other strength modifiers are applied after this change, but can never raise the dauntless player's strength higher than the modified strength of his opponent.

? So, basically, Dauntless kicks in automatically, and raises your strength to match your foe's; it is limited, however, in that no matter how many assists you get, you can't do better than a 1 die block. In cases like a Wardancer trying to invade a cage, however, you could potentially do a lot worse...

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Post by Thadrin »

ianwilliams wrote: For any S2 catcher (so humans, Gutter Runners, Wood Elf catchers) I'd always take Dauntless on a double. Its a great skill for them to have. Marcus is particularly fond of the Horns/Dauntless combo on a GR and its devastingly effective.
And thats fine...you pass up Nerves of Steel, Jump Up, Dump Off, Pro etc. to get it - and mutations on the GRs. I just don't see it as a big enough problem to warrant change.

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