In our Blood Bowl League this season we are operating a series of round events. This round everyone will be playing using the below table to roll their weather. The idea being that this game is to be played in stormy weather.
What I am looking for is peoples thoughts on whether this table is too harsh (For 1 game of a 10 game season only).
I took all of the results from the "Old World" Weather tables posted elsewhere in this forum and split the 2-6 results in to Rain and the 8-12 results into Wind.
I appreciate any thoughts people have.
Stormy Weather Table
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- harroguk
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Stormy Weather Table
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Re: Stormy Weather Table
Your table tends to favor Strength team too much, especially Pouring Rain, Strong Winds and Shrieking Gale (Automatic touchback is godsend for slow teams, and a nightmare for fast ones hoping to turn them over before they cage). Torrential Rain tends to hurt slow team a bit more with the MA decrease, but it is still a pain for light rosters. Lightning is a problem for teams with few players on the pitch and with low armor that can normally dodge away and avoid contact most of the time. Only Autumn Wind seems to slightly help fast teams.
I am not against random events that can unbalance a game if everyone in the league agrees but I would definitely hate to play with the proposed rules if I was coaching an agility team (or a Human team, AG2 is terrible if you do not have the strength to afford a failed pick-up or catch), since I would be sure to get screwed by the weather no matter what. You need to have debilitating results for Strength teams as well.
For instance, I do not agree with the MA3 restriction for Torrential Rain. I would think a muddy pitch would definitely make standing up harder, so it makes sense to penalize slow and clumsy players as well. Plus, what does it mean for MA2 players ? I would recommend replacing MA3 by MA1 in the proposed rule.
Also, "Claw" could replace "Mighty Blow" when Lightning occurs.
Finally, you could add some rules that make moving, blocking or tackling more difficult. For instance, you could force every player to make a AG roll with a +2 modifier to stand up (The Jump Up skill would also have a reduced modifier). Or you could say that Skulls cannot be rerolled. Or you could ask that if an active player fails his dodge, his opponent must designate a "tackler" among his players that is placed prone on the pitch otherwise the dodge automatically succeeds.
You have many options here.
Do "all attempts to handle the ball" include Interceptions as well ? I guess they do not include Passes.
I am not against random events that can unbalance a game if everyone in the league agrees but I would definitely hate to play with the proposed rules if I was coaching an agility team (or a Human team, AG2 is terrible if you do not have the strength to afford a failed pick-up or catch), since I would be sure to get screwed by the weather no matter what. You need to have debilitating results for Strength teams as well.
For instance, I do not agree with the MA3 restriction for Torrential Rain. I would think a muddy pitch would definitely make standing up harder, so it makes sense to penalize slow and clumsy players as well. Plus, what does it mean for MA2 players ? I would recommend replacing MA3 by MA1 in the proposed rule.
Also, "Claw" could replace "Mighty Blow" when Lightning occurs.
Finally, you could add some rules that make moving, blocking or tackling more difficult. For instance, you could force every player to make a AG roll with a +2 modifier to stand up (The Jump Up skill would also have a reduced modifier). Or you could say that Skulls cannot be rerolled. Or you could ask that if an active player fails his dodge, his opponent must designate a "tackler" among his players that is placed prone on the pitch otherwise the dodge automatically succeeds.
You have many options here.
Do "all attempts to handle the ball" include Interceptions as well ? I guess they do not include Passes.
Reason: ''