My House Rules SIMPLIFIED VERSION : Like?
Posted: Sat Feb 01, 2014 6:34 pm
This is for an open perpetual league among friends with occasional round-robin "seasons" and a monthly ladder/Swiss-ish-style matchup. (Teams that put their hat in the ring are matched up based on win streak, TV, and last month's outcome for that coach.) Been sitting on this for a long time, putting it up here now because one of my friends wants to see how I'd fix CRP, and this was my best effort like a year ago. Tell me what you think.
1: Pre-Match Sequence
1a: Petty Cash:
Gold spent on Petty Cash adds double value in Petty Cash, up to 200k inducements for 100,000 gold. After that, it's 1:1.
1b: Inducements
* 1b1: Free Beer! (100k+). Money can't buy you love, but it can buy you beer, so whatever. For 100k plus 50k per point of FAME you have, add +1 to your FAME for the match.
* 1b2: Humanoid Interest Story (150k). Your team hires a reporter to write a puff-piece on one of your players. Nominate a player and roll 1d6.
1: the story never sees the light of day.
2-3: the fans come to watch the player. He automatically takes home your team's MVP award.
4-6: the player is inspired by the story to play harder. He receives a bonus MVP award, applied immediately. If this would increase his Star Player Rank, make a new Improvement roll and select an improvement immediately.
2) Actions
2a: Fouls
* 2a1: A player may "assist" his own foul, adding +1 to the AV roll if he is not in an enemy TZ.
* 2a2: Foul assists are optional, and are calculated after the AV and injury dice are rolled, with the attacker applying his assists first (this is only of benefit to Sneaky Git players, though in theory it's always applicable).
3) Rosters
3a: Apothecary
The Apothecary has 3 uses. Pick one, once per match.
* 3a1 Smelling Salts: Play this on any knocked out player at any time. If the player was just injured, he is stunned instead. If he is in the Knocked Out area, move him to Reserves.
* 3a2 Quick Fix: Play this on any player who has just been Badly Hurt. Move the player to Reserves.
* 3a3 Emergency Surgery: Play this on any player who has just been Seriously Injured or Killed. Roll 1d6:
1: the player suffers the injury normally
2-3: the player misses the next match but suffers no other consequences
4-6: the player moves straight to Reserves.
3b: Player Positions
* 3b1: Ogre. The Human and Ogre team Ogres, as well as the Chaos Pact Chaos Ogre, cost 130k, not 140k.
3c: Skills
* 3c1: Claw. A player with Claw automatically breaks armor on a natural AV roll of 8 or higher on an AV roll caused by a block, regardless of the opponent's AV score. Claws take a little leverage to get through armor, so the skill only works if the Claw player is standing when the roll is made. (Effectively, Claw doesn't stack with MB/PO, though there is still combo power via the injury roll.) Unlike Piling On, the player need not remain in the defender's Tackle Zone.
* 3c2: Loner. Induced players and rookies or "experienced" or "veteran" players who have Loner use the rules as described in CRP. Once a player reaches "Emerging Star" at 31 SPP, only a 3+ is needed to use a team re-roll. When a player hits "Legend" at 176 SPP, only a 2+ is needed.
4: Team Development
4a: MVP Awards.
Randomly select two different players on your team to be eligible for the MVP. If one of those players earned SPP in the match, he receives the MVP award: if both or neither did, you may pick one of the two to receive it. (Note: Mercenaries and Star Players do not earn SPP, but Journeymen do.)
4b: Star Player Ranks.
* 4b1: Star Player Rank is used as the basis for player value add, rather than treating each improvement à la carte.
Rookie +0
Experienced +20k
Veteran +40k
Emerging Star +70k
Star +100k
Super Star +130k
Legend +150k
* 4b2: Characteristic increases add an additional +10k (+MA/AV), +20k (+AG) or +30k (+ST).
* 4b3: Add +10k if the player has any doubles skills or any Mutations (even if Mutations are normal skills for the player): just +10k no matter how many doubles skills and/or Mutations the player has.
4c: Winnings and Expenses.
* 4c1: Winnings. Add twice the total Gate to Winnings, rounded down to the nearest 10,000 gold (+1 to the roll per 5,000 total fans).
* 4c2: Spiraling Expenses: Spiraling Expenses starts at just 1.1M with 100k increments, up to 100k. Calculating your SE Threshold is easy: subtract 1 million gold from your TV, divide by 10, and round down.
1: Pre-Match Sequence
1a: Petty Cash:
Gold spent on Petty Cash adds double value in Petty Cash, up to 200k inducements for 100,000 gold. After that, it's 1:1.
1b: Inducements
* 1b1: Free Beer! (100k+). Money can't buy you love, but it can buy you beer, so whatever. For 100k plus 50k per point of FAME you have, add +1 to your FAME for the match.
* 1b2: Humanoid Interest Story (150k). Your team hires a reporter to write a puff-piece on one of your players. Nominate a player and roll 1d6.
1: the story never sees the light of day.
2-3: the fans come to watch the player. He automatically takes home your team's MVP award.
4-6: the player is inspired by the story to play harder. He receives a bonus MVP award, applied immediately. If this would increase his Star Player Rank, make a new Improvement roll and select an improvement immediately.
2) Actions
2a: Fouls
* 2a1: A player may "assist" his own foul, adding +1 to the AV roll if he is not in an enemy TZ.
* 2a2: Foul assists are optional, and are calculated after the AV and injury dice are rolled, with the attacker applying his assists first (this is only of benefit to Sneaky Git players, though in theory it's always applicable).
3) Rosters
3a: Apothecary
The Apothecary has 3 uses. Pick one, once per match.
* 3a1 Smelling Salts: Play this on any knocked out player at any time. If the player was just injured, he is stunned instead. If he is in the Knocked Out area, move him to Reserves.
* 3a2 Quick Fix: Play this on any player who has just been Badly Hurt. Move the player to Reserves.
* 3a3 Emergency Surgery: Play this on any player who has just been Seriously Injured or Killed. Roll 1d6:
1: the player suffers the injury normally
2-3: the player misses the next match but suffers no other consequences
4-6: the player moves straight to Reserves.
3b: Player Positions
* 3b1: Ogre. The Human and Ogre team Ogres, as well as the Chaos Pact Chaos Ogre, cost 130k, not 140k.
3c: Skills
* 3c1: Claw. A player with Claw automatically breaks armor on a natural AV roll of 8 or higher on an AV roll caused by a block, regardless of the opponent's AV score. Claws take a little leverage to get through armor, so the skill only works if the Claw player is standing when the roll is made. (Effectively, Claw doesn't stack with MB/PO, though there is still combo power via the injury roll.) Unlike Piling On, the player need not remain in the defender's Tackle Zone.
* 3c2: Loner. Induced players and rookies or "experienced" or "veteran" players who have Loner use the rules as described in CRP. Once a player reaches "Emerging Star" at 31 SPP, only a 3+ is needed to use a team re-roll. When a player hits "Legend" at 176 SPP, only a 2+ is needed.
4: Team Development
4a: MVP Awards.
Randomly select two different players on your team to be eligible for the MVP. If one of those players earned SPP in the match, he receives the MVP award: if both or neither did, you may pick one of the two to receive it. (Note: Mercenaries and Star Players do not earn SPP, but Journeymen do.)
4b: Star Player Ranks.
* 4b1: Star Player Rank is used as the basis for player value add, rather than treating each improvement à la carte.
Rookie +0
Experienced +20k
Veteran +40k
Emerging Star +70k
Star +100k
Super Star +130k
Legend +150k
* 4b2: Characteristic increases add an additional +10k (+MA/AV), +20k (+AG) or +30k (+ST).
* 4b3: Add +10k if the player has any doubles skills or any Mutations (even if Mutations are normal skills for the player): just +10k no matter how many doubles skills and/or Mutations the player has.
4c: Winnings and Expenses.
* 4c1: Winnings. Add twice the total Gate to Winnings, rounded down to the nearest 10,000 gold (+1 to the roll per 5,000 total fans).
* 4c2: Spiraling Expenses: Spiraling Expenses starts at just 1.1M with 100k increments, up to 100k. Calculating your SE Threshold is easy: subtract 1 million gold from your TV, divide by 10, and round down.