6 skills per player matches
Posted: Tue Aug 25, 2009 12:33 pm
Some time ago, I realized that I've never played with fully improved players, so I started to change that. Every player was allowed to make an improvement roll, pick a skill, make a second roll and so on until he/her had six skills. I then played about 10 games with varying races.
First if you've never done it I strongly suggest to do so, it's fun and quite different to the games I was used to. Skills getting a quite different meaning/importance when they appear in high numbers and especially teams who didn't pick "cancel skills" such as Grab, Juggernaugt, Tackle and so on payed dearly for it. The right use of skills and to have a player with the right skill-set at the right time at the right place becomes much more important.
Now I came upon a few things during this games and they all refer to skills (these a only observations, and I thought a bit about it, but I havn't put them to test or anything, theory bowl therefore).
Pass Block versus Safe Throw
I had a couple of Beastman with Extra Arms, Very Long Legs, Disturbing Presence and Pass Block, who were actually pretty cool. They had a 4+ chance to intercept the ball and did so from time to time. Then I ran into an AG 5, Safe Throw, High Elf Thrower and bothering about the interception became pointless and I only moved the Beastman to use Disturbing Presence and/or to get into their TZ. Not so funny.
Suggestion: The Safe Throw roll can't be better than a 3+.
Strip Ball versus Sure Hands
I like Strip Ball but it has a bad side as it's very easy to cancel. Tackle can cancel Dodge but the Tackle player is overtaxed the moment there are two players with Dodge so it's sort of fair. Strip Ball though is too simple to cancel, as I found. The moment one player has Sure Hands the skill is out of the match.
Suggestion: Sure Hands works as Safe Throw does.
Stand Firm
I very much liked how the Blocks were working, Grab, Fend, Side Step, Tackle, Dodge, Wrestle and so on. It didn't happen that often anymore that a player went down but when the right skill was at hand the blocks worked, with one exception; Stand Firm. At one point the skill was dominating the game so entirely that absolutly nothing happened, and turn after turn went by without any change on the board.
Suggestion: Juggernaut cancels Stand Firm also during blocks.
Nerves of Steal and Big Hand
I liked that there was always a skill to cancel. This works extremly well with blocks but when it comes to cancel the agility side of the game it all looks a bit bleak. Beside canceling Dodge attempts with Diving Tackle and such and using one's TZs, the options to influence the offence are limited. And the moment the TZs are canceled one can only pray.
Suggestion: A new skill (Defender) to cancel NoS and Big Hand.
Leap
This skill is powerfull and can be used for many cunning plays and as long one isn't able to grow himself Tentacles there is no way of stoping it.
Suggestion: Diving Tackle works also against Leap.
Agility
Again I like the block system but the Agility side caused some trouble. Especially when the players had an AG of 5. One example were AG 5, Leap, Nerves of Steal players, such as Wood Elves, Elves and also Skaven or even teams such as Human can develop.
Suggestion: First the coach adds the positive modifications to his roll, but it can't become better than 2+ (modifications carrying the roll further are ignored) and then subtracts the negative modifications. (Unless this isn't already the rule, is it?)
This would only have an effect on AG 5+ players, players with AG 4 and Accurate throwing a quick pass and mutations. But it will keep AG 5+ at bay, for example an AG 5 player dodging out of a Diving Tackle TZ needs only a 3+ and that's too good keeping in mind that Diving Tackle is the ulimate option to handle dodge. With this change the roll for the AG 5 player would be a 4+, which is still good enough with a re-roll.
That's it, hope it's not all old tobacco.
First if you've never done it I strongly suggest to do so, it's fun and quite different to the games I was used to. Skills getting a quite different meaning/importance when they appear in high numbers and especially teams who didn't pick "cancel skills" such as Grab, Juggernaugt, Tackle and so on payed dearly for it. The right use of skills and to have a player with the right skill-set at the right time at the right place becomes much more important.
Now I came upon a few things during this games and they all refer to skills (these a only observations, and I thought a bit about it, but I havn't put them to test or anything, theory bowl therefore).
Pass Block versus Safe Throw
I had a couple of Beastman with Extra Arms, Very Long Legs, Disturbing Presence and Pass Block, who were actually pretty cool. They had a 4+ chance to intercept the ball and did so from time to time. Then I ran into an AG 5, Safe Throw, High Elf Thrower and bothering about the interception became pointless and I only moved the Beastman to use Disturbing Presence and/or to get into their TZ. Not so funny.
Suggestion: The Safe Throw roll can't be better than a 3+.
Strip Ball versus Sure Hands
I like Strip Ball but it has a bad side as it's very easy to cancel. Tackle can cancel Dodge but the Tackle player is overtaxed the moment there are two players with Dodge so it's sort of fair. Strip Ball though is too simple to cancel, as I found. The moment one player has Sure Hands the skill is out of the match.
Suggestion: Sure Hands works as Safe Throw does.
Stand Firm
I very much liked how the Blocks were working, Grab, Fend, Side Step, Tackle, Dodge, Wrestle and so on. It didn't happen that often anymore that a player went down but when the right skill was at hand the blocks worked, with one exception; Stand Firm. At one point the skill was dominating the game so entirely that absolutly nothing happened, and turn after turn went by without any change on the board.
Suggestion: Juggernaut cancels Stand Firm also during blocks.
Nerves of Steal and Big Hand
I liked that there was always a skill to cancel. This works extremly well with blocks but when it comes to cancel the agility side of the game it all looks a bit bleak. Beside canceling Dodge attempts with Diving Tackle and such and using one's TZs, the options to influence the offence are limited. And the moment the TZs are canceled one can only pray.
Suggestion: A new skill (Defender) to cancel NoS and Big Hand.
Leap
This skill is powerfull and can be used for many cunning plays and as long one isn't able to grow himself Tentacles there is no way of stoping it.
Suggestion: Diving Tackle works also against Leap.
Agility
Again I like the block system but the Agility side caused some trouble. Especially when the players had an AG of 5. One example were AG 5, Leap, Nerves of Steal players, such as Wood Elves, Elves and also Skaven or even teams such as Human can develop.
Suggestion: First the coach adds the positive modifications to his roll, but it can't become better than 2+ (modifications carrying the roll further are ignored) and then subtracts the negative modifications. (Unless this isn't already the rule, is it?)
This would only have an effect on AG 5+ players, players with AG 4 and Accurate throwing a quick pass and mutations. But it will keep AG 5+ at bay, for example an AG 5 player dodging out of a Diving Tackle TZ needs only a 3+ and that's too good keeping in mind that Diving Tackle is the ulimate option to handle dodge. With this change the roll for the AG 5 player would be a 4+, which is still good enough with a re-roll.
That's it, hope it's not all old tobacco.