i think, it's sad, there is NO skill to improve landing rolls.Toffer wrote:Looks good to me.
Check out this discussion http://bbtactics.com/forum/threads/skil ... mmate.682/
it talks about how Strong Arm, Pass, Accurate and Nerves of Steel can affect TTM. This is the summary that maxcarrion gives.
Agility - no effect
Strong arm - reduces the chance of a modified fumble on a short pass by 1
Accurate - reduces the chance of a modified fumble on all passes by 1
NOS - reduces the chance of a fumbled pass by the number of opposing tackle zones
Pass - rerolls a fumbled pass - in most cases your best bet as it has more effect against 2+ and 3+, the normal rolls to avoid fumbles
Pro - While it's half as good as pass for throwing team mates it's a genuinely useful skill when not passing too, especially for big guys making all those really stupid checks, so if that's the way you want to go this would be my first pick
only Ag & tacklezones matters.
I don't know, if it's something that is already included in the plasmoid ruleset.
But, i think, this is missing in the current official ruleset.
I would for example add the following effects to some existing skills:
- NOS (?): reduces the chance of a failed landing by the number of opposing tackle zones
- Jump up (?) : +1 on landing roll
- Very long leps (?): +1 on landing roll
- Sure Feet (?) : rerolls failed landing*
*for this one, we might create a new skills as well... accessible on double skill to right stuff players (in order to mimic the "pass" skill for TTM players: ie: it would cost 30k)