Hi everyone,
I am returning to BB after discovering the free LRB
![:D](./images/smilies/icon_biggrin.gif)
. However, with the new traits rules I found out that the development of some players tends to be a little too much similar. I think that we need new skills in order to get more variety back in the game.
Please note that when I am designing a skill (and I hope that everybody does so also), I try to follow these rules:
a)The skill should be simple in application and/or resolves itself on one die roll
b)The mechanism of the skill should be quickly explainable to a 6 year old
c)A skill should be useful, there is no point in creating a skill that will be used only one time per game
d)The skill should be balanced
e)Have fun!!!!
So here are my proposals (some maybe duplicate of stuff I read here, please forgive that) (I got others in the ST and General section)
Passing skills
Lob (I seen something named perfect spiral that looked like it): The player throws the ball in a high arc trajectory so that it floats and allow for a better positioning of the catcher. However, players from the other teams may also use that extra time. Game effect: The player that tries to catch/intercept the ball has an extra +1 bonus to his test, even if the ball is not accurate. Not that this skill may not be used with Safe throw, TTM and HMP.
Bullet throw (may be a way of using the ball as a weapon): This player throws the ball so hard that it may injure a receiver that fails to catch it. Game effect: If the pass is accurate and the receiver fails to catch the ball, then this player must make an Armour roll.
Scramble: Game effect: The player that completed completed a pass move continue is movement after he throws the ball, provided that he still has movement allowance to do so.
Hi everyone,
I am returning to BB after discovering the free LRB . However, with the new traits rules I found out that the development of some players tends to be a little too much similar. I think that we need new skills in order to get more variety back in the game.
Please note that when I am designing a skill (and I hope that everybody does so also), I try to follow these rules:
a) The skill should be simple in application and/or resolves itself on one die roll
b) The mechanism of the skill should be quickly explainable to a 6 year old
c) A skill should be useful, there is no point in creating a skill that will be used only one time per game
d) The skill should be balanced
e) Have fun!!!!
So here are my proposals (some maybe duplicate of stuff I read here, please forgive that)
Passing skills
Lob (I seen something named perfect spiral that looked like it): The player throws the ball in a high arc trajectory so that it floats and allow for a better positioning of the catcher. However, players from the other teams may also use that extra time. Game effect: The player that tries to catch/intercept the ball has an extra +1 bonus to his test, even if the ball is not accurate. Not that this skill may not be used with Safe throw, TTM and HMP.
Bullet throw (may be a way of using the ball as a weapon): This player throws the ball so hard that it may injure a receiver that fails to catch it. Game effect: If the pass is accurate and the receiver fails to catch the ball, then this player must make an Armour roll.
Scramble: Game effect: The player that completed completed a pass move continue is movement after he throws the ball, provided that he still has movement allowance to do so.
Feedback and criticism is encouraged.