I think this idea has been done before (probably better), but here's my idea for an alternative to aging. Starting on the 31 SPP skill roll and thereafter, you roll on this table (which isn't really a table yet, but will eventually probably be a D66 table, once I work out all the ideas)
Stat Decrease:
-1 MA
-1 ST
-1 AG
-1 AV
Negatrait (or equivalent ruleswise with different fluff, such as take
root):
Bonehead
Wild Animal
Take Root
Really Stupid
New negatraits:
Rickety: The player cannot be set up on the pitch unless the team apothecary is available (so if it has been used, you can't use this guy anymore)
Scared: The player will not move into any square with more opposing TZs on it than friendly (counting his own)
Ego: The player will not set up on the pitch with any other Ego players
Greedy: The player gives you a permanent -10k income penalty (even if he misses the game due to a NI or MNG) until fired
Badmouth the Fans: The team has its effective FF reduced by 1 while the player is on the roster (although the actual FF is used for TR calculations, the adjusted FF is used for Gate and Kickoff events)
Stop coming to practice: The player can no longer use TRRs (like a Big Guy)
Peaked: The player still gains SPPs, but never gets another skill (or ages again)
Announcer deal: The player leaves the team, getting deleted from the roster, but the team gains +2 FF from the positive press that he keeps generating
The Shakes: The player can no longer hold the ball. He automatically fails any pickup/catch roll, and if he is given the ball some other way (say by a touchback), it automatically scatters from his square instead.
Slowing Down: The player needs to roll a 3+ to succeed at a GFI
Contrary: In order to put the player on the pitch, you need to burn a reroll.
Fan's Target: If the player ends his move on the sideline, someone throws a can of beer at him, every time. Roll as if he was hit by an unassisted ST2 block. If he falls, it is _not_ a turnover.
Some positive traits:
Captured the Fan's Hearts: +1 FF while the player is on the roster
Team Captain: Player counts as an assistant coach for Kickoff Events
Play for the love of the game: The player's cost no longer counts toward the TR (but his SPPs still do)
Any ideas? Flame on!
Yet another aging substitute
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- Haar
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Yet another aging substitute
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- Joemanji
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IMO just as bad as losing a point of ST or AG. I don't like to apply these to normal players. However:Haar wrote:Negatrait (or equivalent ruleswise with different fluff, such as take
root):
Bonehead
Wild Animal
Take Root
Really Stupid
Haven't made my mind up about this one yet.New negatraits:
Rickety: The player cannot be set up on the pitch unless the team apothecary is available (so if it has been used, you can't use this guy anymore)
Too negative.Scared: The player will not move into any square with more opposing TZs on it than friendly (counting his own)
Not negative enough - I mean, what are the chances of having 2 "ego" players on the same team, given that this is a 1 in 36 roll?Ego: The player will not set up on the pitch with any other Ego players
This one's brilliant, and should be one of the more common results.Greedy: The player gives you a permanent -10k income penalty (even if he misses the game due to a NI or MNG) until fired
Not sure, bit wishy-washyBadmouth the Fans: The team has its effective FF reduced by 1 while the player is on the roster (although the actual FF is used for TR calculations, the adjusted FF is used for Gate and Kickoff events)
Again, genius - should be one of the common ones.Stop coming to practice: The player can no longer use TRRs (like a Big Guy)
I hate any peaking on principle. Maybe if it was one result out of 36 I could put up with it.Peaked: The player still gains SPPs, but never gets another skill (or ages again)
Far too negative.Announcer deal: The player leaves the team, getting deleted from the roster, but the team gains +2 FF from the positive press that he keeps generating

Too negative - would end any positional's career. How about -1 to all attempts to pick up, pass or catch the ball?The Shakes: The player can no longer hold the ball. He automatically fails any pickup/catch roll, and if he is given the ball some other way (say by a touchback), it automatically scatters from his square instead.
How about he can't go for it all? That would feel right.Slowing Down: The player needs to roll a 3+ to succeed at a GFI
Not sureContrary: In order to put the player on the pitch, you need to burn a reroll.
Or "Boo Boy". How about add +1 to Injury roll if pushed into crowd? Or player will not voluntarily move to a square next to the sidelines?Fan's Target: If the player ends his move on the sideline, someone throws a can of beer at him, every time. Roll as if he was hit by an unassisted ST2 block. If he falls, it is _not_ a turnover.
Overall, some excellent ideas. Well done!


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I was thinking of the same thing. Instead of the entirely negative aging table, you roll on an events table each time you level up. As well as some minor negatraits which are more characterful than a simple stat decrease, there could be some slightly positive results to make it more fun. You could weight the roll by adding the number of increases you already had, so that harsher results could be reserved for more advanced players.
As well as being more fun and interesting this could also reduce the number of dice rolls needed post game. Instead of rolling once to see if you age, then a second time to determine the result, you just roll once and apply the result. It would increase the amount of traits you need to keep track of though.
Some more ideas for results:
Fued: Like the above ego result, but with a randomly selected teammate.
Annoyed the apothecary: The apothecary refuses to treat this player.
Annoyed everybody: As above, also you can no longer argue the call on this player's behalf.
Slow to get up: Must spend 4 points of movement to get up, instead of 3.
As well as being more fun and interesting this could also reduce the number of dice rolls needed post game. Instead of rolling once to see if you age, then a second time to determine the result, you just roll once and apply the result. It would increase the amount of traits you need to keep track of though.
Some more ideas for results:
Fued: Like the above ego result, but with a randomly selected teammate.
Annoyed the apothecary: The apothecary refuses to treat this player.
Annoyed everybody: As above, also you can no longer argue the call on this player's behalf.
Slow to get up: Must spend 4 points of movement to get up, instead of 3.
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