I'm not convinced there is any need to punish low AG teams on this, since the key stat for taking advantage of a kick is MA.
What do you think about not being able to move then kick?
Cheers

Joe
Moderator: TFF Mods
prisma wrote: So, my suggestions:
kick action (roll a d6; "away"-roll):
always succeeds on 4+ (not modified by tacklezones; and player does not have to hold the ball in his hands; entering a square with the ball on the ground is enough)
always fumbles on 1-3
use throw-in template (may be placed diagonally), randomly determine direction (d6: 1-2 left, 3-4 straight ahead, 5-6 right) and distance (2d6 + kicker's ST); ball always scatter 3 times and bounces.
turnover unless caught by a player of the moving team.
May be intercepted like a pass.
(adaption of skills:
kick-off - return: may be used like passblock may be used for passes;
kick: player may reroll either away-roll or distance roll
very long legs: player may add +1 to the away-roll)
That should add more ball movement to the game which is a good thing IMHO.
And it will spread players more over the pitch as it's not enough to simply place 3 tacklezones around the ball (less crouching and crowding of players...)
Hmm, something to think about, though it is seriously counter-intuitive. Kicking a ball from the ground (without a tee) or from hands are seriously different. One grubs along the ground, one sails high in the air.ianwilliams wrote:I thought the proposal was a straight 4+ roll or fumbled, no modifiers for anything, AG or TZ. Not actually having to have possession of the ball is a nice extra.
Indeed, it is very similar to Chet's rules and has all the same problems.bouf wrote:I agree that adding Ball movement is good but a 1-3=fumble is too risky... Then add total lack of control over direction (Throw in template) and no control over distance (2d6 +ST)... THEN add to that an intercept chance...? I just don't see people using this option unless desperate.
Yep.bouf wrote:If the board opened up, then we would see players getting a wider range of skills as they try to fill Specalist Positions/Roles on a team.
...and some too risky:Joemanji wrote: I had thought of kicking as an option for people who had already gain possession of the ball. ... it seems a bit too tempting just to lump the ball from one end of the pitch to another without having to risk the pickup.
I think kicking should be a desperate action. If all else (picking up the ball, passing it to a teammate) is too likely to fail, then, just then, kick it away - and hope it goes more or less in the direction you want it.bouf wrote: I agree that adding Ball movement is good but a 1-3=fumble is too risky... Then add total lack of control over direction (Throw in template) and no control over distance (2d6 +ST)... THEN add to that an intercept chance...? I just don't see people using this option unless desperate.
Agree; but instead of a new skill I'd let "kick" do that.stormmaster1 wrote:i'd suggest a new skill to allow you to either re-roll or adjust the direction roll. The throw in template is just too random.
Thinking about it, the automatic turnover should be a good rule (no pass + handoff + kick + following run towards the endzone in one turn).ianwilliams wrote: I like that more too, however I'd say the ball can be placed anywhere on the pitch and then scatters like a kick off & bounces (so its exactly like the kick off!)
...
Always a turnover (even if caught!)
These are remarkably similar to Chet's rules, as such my objections are the same ... long, overcomplicated and less descriptive. Again, a player can already put the ball anywhere he wants on a 50% success / 50% fumble rato. It's called a long bomb.prisma wrote:kick action
When entering a square where the ball lies in or when carrying the ball in his hands, a player may kick the ball:
a) roll a d6 to see wether the player succeeds to kick the ball away. He always succeeds on 4+ and always fumbles on a 3 or less. This roll ("away"-roll) is not modified by tacklezones or weather.
b) If the ball is successfully kicked away, the kicking player's coach places the throw-in template in whatever direction he chooses (it may be placed diagonally) and determines the direction of the kick.
(d6: 1-2 left, 3-4 straight ahead, 5-6 right)
c) Determine the distance: the player's coach names a number between 0 and the player's ST and then adds 2d6: move the ball that many squares in the direction.
Opponent players between the ball's starting and landing square may try to "block the kick" following the normal rules for interceptions except that a successful attempt does not lead to the kickblocking player holding the ball but in a bounce from the kickblocking player's square (there's far more force in a kick than in a pass).
d) Scatter tthe ball three times. Catch or bounce as normal.
e) A kick action always ends the player's movement and the team's turn (turnover), even if the ball is caught by a player from the moving team.
changes to skills:
kick-off - return: may be used to try to block a kick like passblock may be used to try to intercept passes;
kick: player may reroll either away-roll or the direction - roll
very long legs: player may add +1 to the away-roll)
Yeah, I considered that, but I couldn't see how to do it without breaking Jervis' "no roll on a flat 3+" rule. What you posted above is still a fudge of that.Jural wrote:I too favor the initial rule. I would make a slight change (see below) so that a 1 and a 2 fumble, not just a 1. Otherwise, sounds good to me.
A kick should be doable by any player holding the ball if he declares a kick action. He designates a target square. The kicker then rolls a kick roll. A kick roll succeeds on a 4+, and always gets a +1 modifier (like dodging, catching, etc.) Tackle Zones, Disturbing Presence, and Nerves of Steel function just like a Pass action. If the player fails his kicking roll, the ball fumbles. If the player succeeds, scatter the ball like a kick-off (randomly determine direction, 1d6 squares.)
Ooh yeah, that might be an important FAQ-saving clarification.Jural wrote:Turnovers, out of bounds, and fumbles are handled just like they are right now- so if the ball ends up in your player's hand without touching the ground, there is no turnover.
Seems people are split on either Pass Block or Kickoff Return. I'm not fussed either way, though I do agree one of them should work. Maybe both? Pass Block can only be used to get next to the kicker anyway. Perhaps KOR could be used if the player neither starts, moves through or ends in a TZ? Just speculation.Jural wrote:Skills allowed: Kick-Off Return shouldn't function, Kick should allow for re-rolling the kick roll, Pass Block should also work for kicks (but kicks can not be intercepted.)
Would it re-roll everything together? Or just the direction? Or just the scatter distance? Or either independently?Jural wrote:I also wouldn't mind if a new skill existed which allowed you to re-roll kick results, and kick just halved the scatter distance, as it does on normal kick-offs now.
Jural - you're obviously playing a good set of rules there as I do the same.ianwilliams wrote:What rules are you playing? There is nothing about touching the ground in the rules.Jural wrote:if the ball ends up in your player's hand without touching the ground, there is no turnover.