When to ignore stat increases?

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everyman
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When to ignore stat increases?

Post by everyman »

I'm trying to determine when it is most advantageous to ignore a stat increase in favor of a skill when advancing a player.

Excluding potential one turn scorers, I'm usually tempted to ignore a +MA roll and choose a skill instead. This may very well be because I don't grok the value of 1 more MA. My line orcs would rather have block than 6MA. My line elves would rather have dodge than 7/8MA. What am I missing? If all of your players have MA of X, how do you take advantage of one of these players having an MA of X+1?

AG increases seem the most obvious as to when they should be ignored. Any player starting with 1AG I would most definately ignore the stat upgrade and opt for the skill; they won't be performing AG based actions anyways. My AG3 players always accept the +1AG and take Pass Block immediately afterward. My AG4 players take the +1AG upgrade so they can start do doge *into* tackle zones, etc. It's the AG2 players that befuddle me. Do I turn these players into mediocre AG players and develop them differently, or do I ignore this and just take a skill? Under what circumstances would you ignore the +1AG on an AG3 or AG4 player?

I have difficulty ignoring a +1ST increase on any player. However, I got a +1ST Black Orc Blocker (first increase), and in retrospect I probably should have taken Block to maximize his immediate effectiveness. He hasn't yet reached his second skill, and if he never does I'll wish I had opted for Block instead. On my wood elf team, I'm tempted to take Strong Arm for my Passer if he rolls +1ST. Is this loony? Is a passer with a +1ST upgrade worthwhile?

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GalakStarscraper
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Post by GalakStarscraper »

MA and AG I could see turning down. I never turn down ST increases.

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Anthony_TBBF
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Post by Anthony_TBBF »

I almost always take MA increases and build defensive players out of them. Right now I have a 8 3 3 7 Block, Tackle, Diving Tackle Norse Lineman who is just aching to get Shadowing. A few lucky rolls in there for sure but you can see what I am getting at. AG rolls I only usually keep on Passers and Catchers.

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Post by High & Mighty »

Besides one turn scorers, the only important MV threshold is the change from 6 to 7. The importance is that this person can now score in two turns without GFIs. But if the player isn't going to be a scorer, I tend to decline them.

Just got a orc blitzer who got a MV upgrade with his second skill after getting a ST upgrade with his first. In that case, that extra MV means I've got a blitzer who can get his ST4 a little further, and that's worth it to me. LT, it will make him better. ST, maybe not. Depends on your time horizon.

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Post by Fenryll »

Like Galak i never turn down ST !!!

AG is useful for Receivers, Runners and QB.

MV it's depend of your team, i like to have it on my Ghouls or Wight because Undead are slow :smoking:

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Ddraig Coch
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Post by Ddraig Coch »

If you roll a non-double stat increase, like a 6 & 4 (or 4 & 6), or 6 & 5 (and conversely 5 & 6), can you choose a skill instead of being forced to take a MA+ or an AG+.

Like Everyman says, sometimes, you don't want that stat increase

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Post by ljm »

How can you ignore an AG roll?

ljm

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Ddraig Coch
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Post by Ddraig Coch »

I don't know ljm, I was just asking the question. I seem to recall reading somewhere (on this site I think), about players being allowed to pick skills instead of being forced to take an unwanted stat increase

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Post by everyman »

In the Oakland Blood Bowl League, where I play, we have a house rule that you are allowed to decline a stat increase if you want to. Rumour has it that the BBRC *might* be making this a sanctioned change come October.

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Post by ljm »

Ddraig Coch wrote:I don't know ljm, I was just asking the question. I seem to recall reading somewhere (on this site I think), about players being allowed to pick skills instead of being forced to take an unwanted stat increase
I think this would be great and I see it has been discussed here before, but as far as I know it is not allowed by current rules.

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Post by DoubleSkulls »

IIRC Chet claimed a couple of months ago that the LRB ought to have stated you can choose any normal skill instead of a stat increase.

However the rules don't say this so you'd have to house rule it.

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Post by Ddraig Coch »

Yep, that is where I remember it from alright.

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Post by DoubleSkulls »

Our current house rules don't allow swapping of stat increases so your only choice is on a double (55 or 66). Often I will turn down +MA in favour of a double choice - but as High & Mighty pointed out the transition from 6-7 is very important since it allows 2 turn scores without GFI's.

I've never declined +ST, and doubt I ever will. Its just too useful. Maybe on a Big Guy I might be tempted - but even then you are looking to make 3 die blocks.

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Post by christer »

p40 in LRB 1.3
Howerever, no characteristic may ever be increased by more than 2 points over its starting value. Any additional increases are lost and the Star Player roll is wasted.
It's pretty obvious the current rules don't allow you to choose a skill instead of a non-double stat increase roll. Although I would like it better you could.

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Fweddy
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Post by Fweddy »

I wish my Saurus hadn't got an AG increase. Unless he gets another. that would be sweet.

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