On pitch refs

Got a great idea and/or proposal for BloodBowl?

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Thadrin
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On pitch refs

Post by Thadrin »

Just an idea I just had for people to bash, throw around, mull on, whatever...may have been done before.

Referees:
Human ref 6/3/3/8
Dwarf Ref 5/3/2/8 Thick skull

Starts three squares deep in the recieving team's half on their left sideline.

Always attempts to move towards the ball. Dodges at fixed 2+. Will not move closer than three squares from the ball. Moves after the kicking team's turn.

May be blocked, which counts as an a foul, with a "Spot" roll of 4+ (with or without the eye).

Will spot any foul committed within 8 squares on 6/4+ as per IGMEOY.



Just a rough idea. I know there was something similar in one of the compendia, and i haven't given this much thought but just like the idea of on-pitch refs rather than the "eye in the sky" rules

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Re: On pitch refs

Post by Redfang »

Thadrin wrote:...rather than the "eye in the sky" rules
Hey, get used to it, Big Brother is watching us![/off topic]


Though the idea should be interesting and possibly fun, some questions remain, such as who moves the ref. He might be moved such that he greatly hinders one of the teams and could effectively be used as some kind of mobile wall. Also would this idea not slow down gameplay, possibly too much?

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Post by Jugular »

how would he not notice someone blocking him?!

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Post by Redfang »

He might be too scared/dead to do something about it...

Just as some ref's seem to "not-notice" a Deathroller or a Chainsaw...

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Post by Jugular »

But at least they aren't hurting him necessarily. I always think of the ref pretty much running along sidelines trying his best to stay way away from any action and he doesn't see fouls cause there is so much other stuff going on.

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Post by Thadrin »

ooohhh...even better...there are two refs. They run up and down the sidelines attempting to stay level with the ball. Foul spotting range of 8 squares...6/4+...each with an independent "eye".

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Post by Jugular »

and you can do them in by pushing players off pitch into them :) Instead of automatic injury the ref is knocked over (and makes armour roll) and the player bounces back onto the pitch just like a pushback. Ref's are replaced at drive end. You could make rolls for what race they are.
1- Dwarven (MA4)
2- Skeleton (MA5) (or maybe something more fitting)
3- Human (MA6)
4- Elven Lineman (MA7)
5- Skink (MA8)
6- Skaven Gutter Runner (MA9)

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Post by lawquoter »

Thadrin wrote:ooohhh...even better...there are two refs. They run up and down the sidelines attempting to stay level with the ball. Foul spotting range of 8 squares...6/4+...each with an independent "eye".
It could work. NHL has two refs on the ice. And believe me, with even with 2 sets of eyes, they manage to make stupid calls. Or refuse to make the right call. :wink:

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Post by DG_Slider »

There was an article about on-pitch referees called "The referee's never wrong" in CJ#12 and repirnted in CJ BB Compendium 1. It has the rules for movement, actions, and special skills for refs. You might want to see if someoen has the article in soft copy or posted on one of their websites.

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Post by Thom »

Here I am posting to an old thread again, but this one does follow theme.
I have been searching for a house rules table/chart that featured various refs/personalities. At the beginning of the game players would roll to draw a ref from a long list of available refs, each with a unique, game affecting trait, such as bias's or easily bribable, "Out for a Drink", and so on. I can't recall where it was originaly proposed or posted, here of maybe the BBC Locker Room, searches of both have proved fruitless. Can anyone recall the chart that I am thinking of? If so can you provide me a link?

Thanks!

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