Shadowing and Tentacle overhaul

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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JPB
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Shadowing and Tentacle overhaul

Post by JPB »

These are two overhauls I've written to simplify Shadowing & Tentacle. I think both skills were too complicated to use and too difficult to figure out.
I think not many coaches are aware that MA4 can use Shadowing as long as the opponent is not faster than MA7 (despite the MA difference of 3 points it's still roughly -1 on the dodge roll).
Both skills had also the issue that high MA (like 9) or ST (like 5) was overpowered with these skills. While low MA, but especially low ST, had no use for them at all. That was realistic of course, but I'm not a fan of realism in games, I think the game and its mechanics are more important than realism (i.e. it's a game not a simulator), and every player should have access to these skills and should be able to make use of them. At least I see no reason to keep low ST players out.
(EDIT: Although, I think being one point weaker was not making Tentacle completely useless?)

Note again that I always write two versions: normal (underlined) and jockstrap (all).

Shadowing (General): The player may shadow an opponent who is moving out of this player's tackle-zone (a move is usually a dodge, leap or follow up) (or teleport) (from one square to another, or off-pitch) (being removed (by e.g. ejection, blood lust or injury) is a not a move) while performing an action (i.e. this is not triggered by moves like shadowing, quick snap, pass block or kick-off return, as well as (involuntary moves like) being thrown or pushed back). Subtract 1 (2 if your player has a greater or equal MA) from the opponent's Dodge or Leap (roll) attempt. If failed the shadowing player may move into the vacated square (any dodge rolls during this move succeed automatically) (then the opponent may continue his action). Should an opponent (who is taking an action) leave your player's tackle-zone (without making a dodge roll, for example) by following up on a block, (or any other automatically succeeding dodge, like Ball & Chain) (then) Shadowing will require that player to make a dodge (roll) attempt with the same rules and modifications as described in this skill. (A player may make any number of shadowing moves (and it has no consequence on the player’s ability to move in subsequent turns). (If an opponent leaves the TZs of two or more players with shadowing only one may attempt to shadow). (Shadowing may be combined with Prehensile Tail and Tackle, but a failed Dodge can not result in a knock down as long as Shadowing has been used.) (When Shadowing has been applied, no player may apply Tentacle or Diving Tackle on the same roll.) (The skill may be used after the re-roll if not used on the original roll. If used on the originally roll it also applies to the re-roll).

Tentacles (Mutation): The player may grab an opponent who is dodging or leaping out of the player's tackle-zone (at any point of time) (i.e. during either teams' turn (Pass Block) or a kick-off (Kick-off return)). Subtract 1 (2 if your player has a greater or equal ST) from the opponent's Dodge or Leap (roll) attempt. If failed the player is held firm and his (act or) action ends immediately (and is wasted) (ending an action like this does not result in a TO) (other sources (like Blood Lust) may still cause a TO though). (There may be only one tentacle attempt per dodge or leap attempt). (Tentacle may not be used against automatically succeeding dodge rolls like Ball & Chain, Shadowing, follow ups or Quick Snap moves). (Tentacle may be combined with Prehensile Tail or Tackle but a failed dodge/leap attempt can not result in a knock down as long as Tentacle has been used.) (When Tentacle has been applied, no player may apply Shadowing or Diving Tackle on the same roll). (The skill may be used after the re-roll if not used on the original roll. If used on the originally roll it also applies to the re-roll of course).

Both versions change the odds a little, of course, but overall it should be fairly similar to the CRP versions. The main difference is that the lowest chance to get away are not 5% or 7% (shadowing, 3 points difference) or 19% & 23% (Tentacle, 3 points difference) any more, but 33% or 50%. And being faster isn't as important (dominant) any more (it's comparable to Diving Tackle now). Tentacle is similar, being 3 points stronger meant a 72% chance to end the Action*. And ST isn't too much of a hindrance any more. A point of contestant could be that Tentacle subtracts -2 when of equal ST and not only when stronger. That's an improvement of the skill, that you may not want (so make it -2 only when stronger), but I felt it shouldn't be a specialist (ST4+ players) skill only, but compete with Shadowing and Diving Tackle (i.e. -2 is standard). It's a mutation after all, and mutations can (should?) be special. However, I look a bit more in my notes (after the fact because I'm a solid pillock of society like that) and edit it in if something comes up, but I think that's all.

EDIT: *Actually that is now the standard chance, roughly, as it reduces a dodge to 33% (67% to end the action), the difference is that it's not followed by a dodge (increasing it to 81%). You may also say this version generalizes the Tentacle effect (to almost all users) than only working well for ST5 vs ST2. Which, imo, is a good thing. However, note that this is not exactly nerfing the Tentacle skill, as I may have implied. It's more putting Diving Tackle, Tentacle and Shadowing on a more transparent and even playing field.

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