Getting rid of MNG's and wear and tear rules

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

Moderator: TFF Mods

Post Reply
mattski
Star Player
Star Player
Posts: 552
Joined: Sat Mar 01, 2003 10:03 pm

Getting rid of MNG's and wear and tear rules

Post by mattski »

I play in a fixed rating league and whilst I think that eliminates many of the problems with the differing rate at which teams need to replace players it does mean that MNG's are a real headache. One of the ways in which I got rid of them was to simply ignore that they took place in one respect. Within the context of a game itself there is really no difference between a BH and a SI. It is only in a league sense that there needs to be a difference. So instead of teams missing players I have been recording them. But what to do with them?

And also I wanted to have a system in which there would be a slow degradation of players if they have played enough games. So for example a player would be given a MNG on their 15th game (10th? 20th?) and then another one for every 5 games that they play. But of course the big question is just how will these effects take shape.

I am kind of sold on the idea of rolling a D6 for each player and if the roll is less than the # of MNG's then rolling on another table (and maybe the same for wear and tear or even adding the values together) but it is the table that is giving me problems. Should it be D6:

1-3: Lose one random skill for this game
4-5: Get Bonehead
6: Roll again:

(1-3): -1 MA or AV
(4-5): -1 AG
(6): -1 ST

or 2D6:

2-6: -1 skill
7-8: Boneahead
9: -Av
10: -Ma
11: -Ag
12:-St

But is bonehead really a better proposition for a coach then if a player lost a point of Ma? I am just not sure about the order that a table like this should take up and I would really appreciate any feedback that is offered. Many thanks.

Mat

Reason: ''
Carpe Diem
MadLordAnarchy
Legend
Legend
Posts: 2056
Joined: Mon Jan 05, 2004 11:53 am
Location: London, UK
Contact:

Post by MadLordAnarchy »

I'm going to be doing something similar to my aging tables at the end of my league this year. I haven't decided exactly how it's going to work but I'm thinking of rotating around 7 so that similarly bad effects can be set alongside each other. The difficulty I'm toying with is the same one - how to balance so that each type of effect is comparable. A result of -ST on an Ogre is far more important to them than it might be to another player for instance. There doesn't seem to be a way round that so I'm thinking about 7 as my median (probably lose a skill) and then have potentially similar levels of effect either side so 6 & 8 might be lose MA, AV respectively for instance.

Also I have a retirement roll for players specifically who have missed games for whatever reason but the slow degradation is what I'm hoping to finalise having had a somewhat blunt Niggling Injury focussed approach to date.

Reason: ''
[size=75][b][url=http://bbowl.pendragonknights.co.uk]AD Blood Bowl[/url]
[url=http://adcorppublishing.co.uk]Publisher[/url]
[/b][/size]
mattski
Star Player
Star Player
Posts: 552
Joined: Sat Mar 01, 2003 10:03 pm

Post by mattski »

MadLordAnarchy wrote:The difficulty I'm toying with is the same one - how to balance so that each type of effect is comparable. A result of -ST on an Ogre is far more important to them than it might be to another player for instance. There doesn't seem to be a way round that...
How about on a certain roll you lose 1 point of either St or Ag, whichever is higher. I was having a look at some alternate ageing tables and came up with this slight twist on it:

2D6 roll

2: -1 St / Ag (whichever is higher, random if the same)
3: Bonehead
4-5: - Av
6-8: - Random skill (if no skill then gain Loner)
9-10: -Ma
11: Bonehead
12: -1 St / Ag (whichever is higher, random if the same)

- St/Ag = 5.4%
Bonehead = 11%
- Av = 19.4%
- Skill = 44.5%
- Ma = 19.4%

Which at first glance and thought look kind of ok to me bearing in mind that a player could have to make two rolls a game. I will think about it some more but I think that this is pretty workable. I want degradation to be in-game and fairly random and not permanent. I started off by thinking that I would take away skills permanently but I didn't really like the thought of that. The idea of players just becoming slowly more unreliable is much more the effect that I am after.

Reason: ''
Carpe Diem
MadLordAnarchy
Legend
Legend
Posts: 2056
Joined: Mon Jan 05, 2004 11:53 am
Location: London, UK
Contact:

Post by MadLordAnarchy »

mattski wrote:How about on a certain roll you lose 1 point of either St or Ag, whichever is higher.
I agree with that as one of the steps in a degradation roll. It doesn't quite work as well for MA/AV though.

I'm definitely up for taking away skills in my system, I'll likely be starting with Block and then moving on to other skills.

Reason: ''
[size=75][b][url=http://bbowl.pendragonknights.co.uk]AD Blood Bowl[/url]
[url=http://adcorppublishing.co.uk]Publisher[/url]
[/b][/size]
Post Reply