It would be cool if some skills could also be taken as a trait (given a doubles roll and eligibility). That way, for example, with Dodge-Trait you could reroll all failed dodges in your move, not just one. Similar things could be said for things like Sure Feet.
Discuss
Dodge Trait
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- Haar
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Dodge Trait
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- Ghost of Pariah
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Actually, I like the idea of progressive skill/traits. You could have skills/traits that require to have a basic one as a pre-requisite, but replaces the basic skill/trait and gives you more abilities than the basic one. A good example of this is the double dauntless trait used by MBBL which requires dauntless (but replaces it) and gives the ability to use dauntless on defense (block thrown at you). Other ideas could include tremendous blow to be taken after mighty blow to give you a +2 on armour or inj roll. A number of skills could be improved this way, and because you need a pre-requisite skill/trait, they wouldn't be so easy to get.
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The suggestion has appeal, but I don't know if it could make it in the long run. Not having skill levels (which these basicly are) means that player will become more versatile - this might actually limit skill choices and make certain skills a lot less useful.
For example, if we'd have dodgey, that in addition negates the effect of tackle (this was not the suggestion, but I'm making an example to stress how important it is to carefully consider what 2nd level traits you should allow) then that would certainly make tackle less appealing: catchers who already have dodge would certainly take dodgey in order to dodge alot with free rerolls and to negate the effect of tackle. No-body would take tackley, if that in turn would negate dodgey (and prevent the use of TRR's on a dodge).
Anyhow, this might be an interesting house rule system, but the 2nd level traits (and they should be traits, most of them at least) should definitely be carefully thought over.
For example, if we'd have dodgey, that in addition negates the effect of tackle (this was not the suggestion, but I'm making an example to stress how important it is to carefully consider what 2nd level traits you should allow) then that would certainly make tackle less appealing: catchers who already have dodge would certainly take dodgey in order to dodge alot with free rerolls and to negate the effect of tackle. No-body would take tackley, if that in turn would negate dodgey (and prevent the use of TRR's on a dodge).
Anyhow, this might be an interesting house rule system, but the 2nd level traits (and they should be traits, most of them at least) should definitely be carefully thought over.
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- Haar
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It definitely would require some thought and balancing. Here are my ideas so far for trait-ing skills. My idea is to not require the basic skill as a prerequisite, just to essentially add a whole suite of new traits to the game. Some of these ideas probably stink, but some might be worth testing.
Block: Block skill + reroll failed blocks
Break tackle: use it for all your dodges (not just one)
Dirty Player: +2 to BOTH AV and INJ
Dodge: Reroll all failed dodges (possibly also negate tackle)
Dump off: Allow to stack with strong arm
Leap: As many leaps as you have MA for per turn
Mighty Blow: +1 to BOTH AV and INJ
Pass Block: move 5 squares
Pro: as a trait, can use it as many times per turn as you wish. (Imagine: "I pro the pro roll")
Shadowing: +2 to the Shadowing roll
Side Step: you can step into other players and push them back (even if there are open squares), but not the blocker.
Strip Ball: negates sure hands negation
Sure Feet: reroll all failed GFI
Sure Hands: Also allows to reroll handoff receptions (but not catches or interceptions)
Tackle: If a push result is rolled, roll d6, 5+ and the result is converted to a POW
Just some ideas, feel free to comment.
Block: Block skill + reroll failed blocks
Break tackle: use it for all your dodges (not just one)
Dirty Player: +2 to BOTH AV and INJ
Dodge: Reroll all failed dodges (possibly also negate tackle)
Dump off: Allow to stack with strong arm
Leap: As many leaps as you have MA for per turn
Mighty Blow: +1 to BOTH AV and INJ
Pass Block: move 5 squares
Pro: as a trait, can use it as many times per turn as you wish. (Imagine: "I pro the pro roll")
Shadowing: +2 to the Shadowing roll
Side Step: you can step into other players and push them back (even if there are open squares), but not the blocker.
Strip Ball: negates sure hands negation
Sure Feet: reroll all failed GFI
Sure Hands: Also allows to reroll handoff receptions (but not catches or interceptions)
Tackle: If a push result is rolled, roll d6, 5+ and the result is converted to a POW
Just some ideas, feel free to comment.
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- Bevan
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Skill progression
I'd like to see a wider variety of skills available, but it would not be worth having unless players could advance at a faster rate.
If we split the Block skill, as suggested previously, into attacking and depefending skills so that it wasn't such an obvious first skill, then coaches might choose some of the other alternatives.
However, this would require faster skills progression to make it interesting and throttling back the aging rules so that players could get 3 skills without being either over-powered or over-aged.
The aim would be to enhance the team development aspects without needing super-teams of 400+TR for fun combinations.
If we split the Block skill, as suggested previously, into attacking and depefending skills so that it wasn't such an obvious first skill, then coaches might choose some of the other alternatives.
However, this would require faster skills progression to make it interesting and throttling back the aging rules so that players could get 3 skills without being either over-powered or over-aged.
The aim would be to enhance the team development aspects without needing super-teams of 400+TR for fun combinations.
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