A completely new WA ...

Got a great idea and/or proposal for BloodBowl?

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Redfang
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Post by Redfang »

yes he can, he just can't be set up there... He can just make it to push somebody off the field

R

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Post by Tim »

Right, the chain length is calculated so that you just can push players out if you set him up at kickoff next to one widezone. He just can't be pushed out himself, this why we need the PUSH=POW rule at the end of the chain range to balance it.

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grotemuis
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Post by grotemuis »

:oops: don't post before 9 o'clock, very bad

but seriously, one of the problems I have with this solution is the chain. A chain on the pitch is not something to ignore (everyone tripping over it etc) especially when it's pulled tight. So for me in a narrative context the chain doesn't work.

Here's my idea,
The wild animal is easily distracted and doesn't diferentiate between players from either team or the stands if not properly led.

If the wild animal tries an action and there is no-one of his team next to him, take a die roll,on a 4+ he behaves as you want him to, otherwise roll another die:
1-3 he must blocks the nearest player on the opposing team (making dodges etc..), making a blitz if possible, this counts as your blitz for this turn. otherwise move him next to the nearest player of this team.
4-5 he blocks the nearest player on your team, making a blitz if possible, this counts as your blitz for this turn. otherwise move him next to the nearest player of this team.
6 he attacks the crowd and leaves the pitch till your next drive

if there's a player next to your wild animal this roll is a 2+

alternative 2:
The wild animal is easily distracted and doesn't diferentiate between players from either team or the stands.

If the wild animal tries an action roll a die, on a 1, roll another die:
1-3 he blocks the nearest player on the opposing team(making dodges etc), making a blitz if possible, this counts as your blitz for this turn.
4-5 he blocks the nearest player on your team (making dodges etc), making a blitz if possible, this counts as your blitz for this turn.
6 he attacks the crowd and leaves the pitch till your next drive

alternative 3:

same with assist i.e. 2+with/4+without but he attacks nearest player as redfang suggested, always making the blitz if possible, otherwise he moves to the nearest player.


I like option 2 best (is really negative, but not to. especially the dodge part is really negative), my problem with 3 is it doesn't leave an option for the crowd (which i like) and people will take advantage of it by placing their wild animal deep in enemy territory. Thereby ensuring he will blitz an opposing team player. Also in option 1 and 2 when a player has made his blitz already there's still a chance of him leaving the pitch.

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Post by Redfang »

Sounds interesting, but what happens if he fails his roll while alone, and the teams blitz is already used?

Also, it might be more interesting to have a WA Block/Blitz the nearest player, regardless of team, rolling a die to determine which player if several are at the same distance...

R

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grotemuis
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Post by grotemuis »

i wanted a possibility for him to leave the pitch and it's in the little bit of fluff he can't differentiate between the two teams (all them pretty colours, what does it mean?) and only sees two different teams.

original post edited (,redfang)

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Post by Oni »

With that line of thought both bonehead and really stupid players should block whoever is next to them or the closest of they fail a roll.

Would the 3rd edition WA be broken now that only a leader reroll can be used? Having played 3rd it was negative enough with no rerolls to be fair.
Or if people are going to contimue to want WA to be a bad negative skill also suggest ways that the others can be toned down also.

Oni

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