How many would like to see a new Kick Off table?

For Fantasy Football related chat that doesn't come under any of other forum categories.

Moderator: TFF Mods

User avatar
UtakHai
Veteran
Veteran
Posts: 213
Joined: Tue Jun 25, 2002 7:48 am
Location: Switzerland, near Basel
Contact:

Post by UtakHai »

That sound quit good, but I would suggest

1-2 Weather stays the same ( mmh a cloud???)
3-4 moves down the scale
5-6 moves up the scale

I will try to discuss this in our league, so now blizzard to sweltering heat anymore.

Reason: ''
Team Unqualified World Cup II Amsterdam
Team Germany Eurobowl 2012 Copenhagen
Norse
Da Organiza
Posts: 8447
Joined: Fri Nov 23, 2001 12:34 pm
Location: between a rock and a hard place...
Contact:

Post by Norse »

Good topic and my basic answer is yes.

I think we need to tone down the bad stuff a bit (losing 5 guys to marcus in a pitch invasion really hurt :cry: ) and also make the weather more fun and more likely to change..

I'm a bit fed up of the crowd gasping in anticipation as a small cloud passes over the stadium...

Hardly breathtaking action, is it? :zzz:

Reason: ''
Impact! - Fantasy Football miniatures and supplies designed by gamers for gamers
voyagers_uk
Da Cynic
Posts: 7462
Joined: Thu Jan 01, 1970 12:00 am
Location: Nice Red Uniforms and Fanatical devotion to the Pope!

Post by voyagers_uk »

I still think that change weather is change weather not weather thinks about it and then stays the same.

>3 goes up
<4 goes down is less to put on the Kick off table as well.

Reason: ''
User avatar
UtakHai
Veteran
Veteran
Posts: 213
Joined: Tue Jun 25, 2002 7:48 am
Location: Switzerland, near Basel
Contact:

Post by UtakHai »

Could be right then, well have to discuss it with our league boss

Reason: ''
Team Unqualified World Cup II Amsterdam
Team Germany Eurobowl 2012 Copenhagen
User avatar
wesleytj
Legend
Legend
Posts: 3260
Joined: Sun Jul 07, 2002 3:41 pm
Location: Terre Haute, IN USA
Contact:

Post by wesleytj »

I still think unusual weather was supposed to be, well, unusual, and that most games should be played with mostly normal weather.

If you make every weather change actually chnage the weather, you'll have wildly varying games where sometimes it's sweltering heat, sometimes it's freezing cold, sometimes it's rainy, etc. I know that happens occasionally now, too, but it's very rare.

I like it that way. Very rare. Weather is supposed to be a very minor side issue to the game, not one of the major deciding factors. Roll before the game, try to roll towards the middle, then (hopefully) forget about it.

If you want to make it go up or down the scale (which indeed would eliminate those "Well it just went from really really hot to a freaking blizzard!", which is retarded) then make it do so on a 1 or 6, so it's still rare.

Reason: ''
____________________________________
Chinese Relativity Axiom: No matter how great your achievements, or how miserable your failures, there will always be about 1 Billion people in China who won't give a damn.
McDeth
Legend
Legend
Posts: 3016
Joined: Thu Jan 01, 1970 12:00 am
Location: Worcester, England
Contact:

Post by McDeth »

Here's the kick off table i am currently using for friendlies and hopefully i can get local league which should be starting shortly to use:

Credits must go to various sources mostly from the board who's ideas as well as a few of my own, which i've implemented to make what i believe is a much fairer system IMO of course

THE KICK-OFF TABLE
2D6 Result

2 Roll on Kick-Off Table A: Roll 2 dice and refer to the results on Table A

3 Get the Ref!: Each coach rolls two dice and adds
their team’s fan factor to the score; the high
scorer’s fans decide the referee has been
bought and exact vengeance! His replacement
is so intimidated that he turns a blind eye to the team whose fans got his predecessor and will not call their next illegal procedure. After ignoring that first indiscretion then his courage returns to and play continues as normal with any spotted illegal procedure then receiving the normal attention of the referee. If the score is tied, both teams’
fans get the ref and the replacement will not award an illegal procedure against the first team caught.

4 Perfect Defence: The kicking team’s coach may
reorganise his players – in other words he can
set them up again. The receiving team must
remain in the set-up chosen by their coach.

5 Cheering Fans: Each coach rolls a dice and
adds their team’s fan factor and their number of
cheerleaders to the score. Re-roll any ties. The
side with the highest score is inspired by their
fans cheering and gets an extra re-roll this half.

6 Bad Kick: The ball scatters a number of squares
equal to the roll of two dice on the kick-off,
instead of only one dice.

7 Changing Weather: Make a new roll on the
Weather table (see page 20).


8 Quick Snap! The offense start their drive a
fraction before the defence are ready, catching
the kicking team flat-footed. All of the players on
the receiving team are allowed to move one
square. This is a free move and may be made
into any adjacent empty square, ignoring tackle
zones. It may be used to enter the opposing half
of the field.

9 Brilliant Coaching: Each coach rolls a dice and
adds the number of assistant coaches in their
team to the score. Re-roll any ties. The side
with the highest score gets an extra re-roll this
half thanks to the brilliant training provided by
the coaching staff.

10 Blitz! The kicking team gets a bonus team turn
and may move up to three of their players before the receiving team. The bonus turn does not count against the kicking team’s turn limit for the half, so their coach does
not have to move the Turn marker along a
space, and he cannot be called for illegal
procedure for failing to move the Turn marker.

11 Throw a Rock: Each coach rolls two dice and
adds their team’s fan factor to the score; the
high scorer’s fans are the ones that threw the
rock. A tie means that both teams are affected.
Decide randomly which player in the other team
was hit (only players on the field are eligible)
and roll for the effects of the injury straight
away. No Armour roll is required.

12 Roll on Kick-Off Table B: Roll 2 dice and refer to the results on Table B



THE KICK-OFF TABLE A
2D6 Result

2 Riot: The game is held up by a riot. Roll a dice,
and each team moves their Turn counter ½ of the total rounded down, spaces along the Turn track. If this takes the number of turns to 8 or more for both teams,
then the half ends. ( IE 5 Counts as Two Turns, 6 Counts as 3 Turns etc )

3 Illegal Drugs: Each coach rolls a dice and
adds the number of assistant coaches in their
team to the score. Re-roll any ties. The side
with the highest score has managed to sneak a performance enhancing drug into the Dug-Out. This may be given to any player on your side and will either increase a players AG or ST by 1+. The drug lasts until the either the next touchdown or the end of the half, whichever comes first. Unfortunately the unpredictability of the drug means that after it has worn off you must make an unmodified injury roll for that player. Seriously injured only count as badly hurt, but dead is dead. It is the winning coaches discretion as to whether this drug is administered or not.

4 Streaker: A Streaker manages to get past security and bursts onto the pitch. Each Coach rolls 2 Dice and adds the Teams Fan Factor to the score. Re-Roll any ties.
The winning coach takes control of the streaker who has an MA of 6. Before any turns are taken the streaker can be moved up to its full MA allowance. The streaker does not have to dodge, but can move freely through tackle zones, and any player who’s tackle zone they pass through loses either their action for the turn if they are on the receiving side, or their tackle zone if on the kicking side. After the receiving side have taken their first turn all returns to normal as the streaker is escorted from the pitch by security.

5 Booing Fans: Each coach rolls a dice and adds their team’s fan factor to the score. The side with the lowest score lose a re-roll, having felt the disgruntled effects of their supporters. A tie effects both sides with both losing a re-roll each. If no side has a re-roll left then it has no effect on them.

6 Great Kick: A perfect kick. The kicking teams coach may place the ball in any square of the receiving teams half, without scattering for bouncing.

7 Changing Weather: Make a new roll on the
Weather table (see page 20).

8 Media Hog! A reporter from a national newspaper has collared a player for a one-off interview. Both Coaches roll 1 dice and add their Fan factor to the score. The Coach with the highest score is unable to field his player with the most Star Player Points for the drive as he is busy having his picture taken. If the result is a tie then the result effects both teams.

9 Mexican wave: The Crowds enjoyment of the game encourages them to contribute to the atmosphere. Both coaches roll 2 dice and add their Fan factor to the totals. The winning coach receives a free team re-roll. Re-Roll any ties.

10 Its Too Easy: The Team who are in the lead may not use any re-rolls until the next touchdown is scored or the half ends. If the scores are tied then this result has no effect

11 No 1 Fans a Wizard: Both Coaches roll 2 Dice. The winning coach’s team has a high ranking wizard as one of its best supporters in the crowd, and receives one free magic card, drawn at random. This card must be used during one of the teams turns and not the oppositions turn.

12 Lost his watch! Each coach rolls 2 dice with no modifiers. The highest scoring coach may move both players turn counters back one or forward one.( The counters must both be moved back or forward not a mixture of one forward and one back ). As the referee has lost his watch, and the winning coach has convinced him of the correct time.



THE KICK-OFF TABLE B
2D6 Result
2 Floodlight Failure: The game has dragged on into the night, and the floodlights have failed, all passing, catching and picking up dice rolls are made at –1.

3 Barmy Army! Each coach rolls a dice and adds their team’s fan factor to the score. The fans of the side of the highest score have managed to sneak a Dirty trick into the ground, and the coach may draw a random Dirty trick card.

4 I Need a Wee: Each coach rolls two dice; the
low scorer’s team are the ones effected by the unavoidable call of nature. A tie means that both teams are affected. Decide randomly which player in the team effected. That player must leave the field immediately to make his call of nature and will be unavailable for the remainder of the drive.

5 Ooh My Head Hurts: Last nights festivities have caught up. Roll 1 Dice (ties both teams lose). A random player on the pitch on the losing team has been out on an all night bender and its finally catching up with him / her. Place the player stunned.



6 Greasy Ball: The kicking team have covered the ball in oil. The first attempt at picking up the ball (by either side) is made at -1. After this the oil is wiped off and all further attempts are made as normal.

7 Whitney Sings the Blues: Before the kick off Whitney Hewstone as entertained the crowd with her rendition of the teams anthems. Unfortunately as a result half the fans have left and the other half are asleep. The Fan factor for both teams is reduced to 0 for the rest of the game.

8 Jump Start! One Player from the kicking team gets one free line of scrimmage block against the opposition. Unfortunately this is under the watchful eye of the referee and is construed by the referee exactly the same as a foul action. The other coach rolls can roll to see if the referee spots the infringement and sends of the offender.

9 Under Scrutiny: Increasingly the referee has become increasingly angry at the petulance of some of the players in the game, he is particularly worldly wise and has no qualms about sending off any transgressors. To this end he will send off anyone commiting a foul on a 4+. Instead of the usual 6.

10 Knuckle Dusters: Each coach rolls a dice and adds the number of assistant coaches in their team to the score. Re-roll any ties. The side with the highest score has managed to sneak a knuckleduster into the game, this can be given to any player who gains the skill Mighty Blow for the rest of the game, and also attracts a penalty roll of 10+ as per a secret weapon.



11 Autograph Hunter: Each coach rolls a dice and
adds their team’s fan factor to the score. Re-roll any ties. The side with the lowest score has attracted the attention of an autograph hunter. The highest scoring coach can place the autograph hunter on any sideline in the oppositions half. The player closest to this autograph hunter must move to the square on the sideline directly in front of him. The first action of that teams next turn will be that player signing the autograph and that player may do nothing else that turn.

12 Field Invasion: Each coach rolls two dice and
adds their side’s fan factor to the score. A tie
means that both teams are affected. High score
wins, injuring a number of randomly selected
players on the losing team and on the pitch
equal to the roll of one dice halved down. Roll for the effects of the injuries straight away. No Armour roll is
required.

Reason: ''
User avatar
Dave
Info Ed
Posts: 8090
Joined: Sun Oct 20, 2002 8:19 am
Location: Riding my Cannondale

Post by Dave »

Withney Hewstone :lol: :lol: :lol:

Reason: ''
Image
User avatar
DoubleSkulls
Da Admin
Posts: 8219
Joined: Wed May 08, 2002 12:55 pm
Location: Back in the UK
Contact:

Post by DoubleSkulls »

Is the new Get the Ref IPs only or all penalties?

Otherwise looks like good work.

Reason: ''
Ian 'Double Skulls' Williams
McDeth
Legend
Legend
Posts: 3016
Joined: Thu Jan 01, 1970 12:00 am
Location: Worcester, England
Contact:

Post by McDeth »

the new get the ref is supposed to be on fouling only :oops:

Reason: ''
User avatar
Dave
Info Ed
Posts: 8090
Joined: Sun Oct 20, 2002 8:19 am
Location: Riding my Cannondale

Post by Dave »

hmmmm I like that

Reason: ''
Image
Post Reply