Instead of each player type having a set of skill categories, which categories a player can choose from depends on what he did (cas, TDs or comps etc) to earn the star player roll, as can be seen in the table below:
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ROLL STRENGTH AGILITY PASSING
First 3 cas 2 TDs 6 comps
Second 6 cas 4 TDs 11 comps
Third 8 cas 6 TDs 16 comps
Fourth 13 cas 9 TDs 26 comps
Fifth 19 cas 13 TDs 38 comps
Sixth 32 cas 21 TDs 63 comps
Seventh 44 cas 30 TDs 88 comps
Examples:
A player gets an MVP and inflicts one cas, giving him 7 SPPs, which allows him to take his first star player roll. He rolls 'new skill'. Since he doesn't have 3 cas, 2 TDs or 6 comps, he can only take a general skill.
Another player scores two TDs, giving him 6 SPPs. On the star player roll, he rolls 'new skill', allowing him to take a general or agility skill.
A third player gets two MVPs, but since he wants a strength skill, he chooses to wait with the roll until he has inflicted three casualties, at which time he is allowed two rolls since he has 16 SPPs. On the first roll, he rolls a double, allowing him to take any skill or a general or strength trait. On the second roll, he rolls 'new skill', allowing him to pick a general skill.
Advantages of this system:
* It makes more sense that a player that kills a lot of players becomes better at killing players, rather than suddenly becoming good at scoring.
* It allows removing the skill choice tables, which is larger than the table above.
Disadvantages:
* Why change something that works? (This is actually not a disadvantage per se).
* It means that stunties get to take general skills (which means that the stunty characteristic has to have the wording "block is a trait for stunties").
Things that are some might see as good while others might see as bad:
* It means every player can get every trait (but it's damn hard).
* It makes MVPs and interceptions less good to have (but that can be fixed by increasing the SPPs they give).