Page 1 of 1

Fouling, more punishment

Posted: Tue Aug 27, 2002 4:48 pm
by Furelli
While this idea would involve more book-keeping I think that it would make fouling more tactical.

The idea is as follows:

Sent off on a 6+. +1 to roll for each warning the player has.

Dirty player becomes: +2AV, -1 Ref Roll.

Gain a warning each time a player is sent off in a game.

3+ roll to lose a warning after each game that a player is not sent off. -1 to the roll for each warning the player has.

1 and 6 rules apply.

Well? Furelli.

8) 8) 8)

Posted: Tue Aug 27, 2002 6:51 pm
by wesleytj
What a pain in the butt to keep track of!

Posted: Wed Aug 28, 2002 5:15 am
by Longshot
I am a commish, and the rule is simple:
During a League(or Playoff) match, a sent-off player miss the next game (like a red card).
Punishement is important and simple to follow.

Posted: Tue Sep 24, 2002 10:05 pm
by manusate
What about this?

- Foulers are sent off on doubles on the armor AND injury rolls. (odds like being sent off on 5+ roll under current rules)

- If the ref is keeping his eye on fouler´s team, the fouler will be automatically sent off if the foul was so balatant that caused an injury or a kill. (in other words, is the fouler scores a CASualty)

This ruling makes fouling more risky, saves one dice roll per foul, and grants numeric balance in case of foul abuse.

Posted: Wed Sep 25, 2002 8:00 am
by Mestari
[quote="manusate"]
- If the ref is keeping his eye on fouler´s team, the fouler will be automatically sent off if the foul was so balatant that caused an injury or a kill. (in other words, is the fouler scores a CASualty)
quote]

This is not good. If the ref is keeping an eye on a team, the odds for getting caught should increase independent of the result of the foul!

Why? The suggestion above is a trade-off: if you fail the odds are the same as usual, but if you succeed, you lose your player too, but only for this game. So this makes fouling more appealing: my odds of getting caught increase only in the case that I manage to hurt him bad.

Posted: Wed Sep 25, 2002 8:18 pm
by manusate
Why? The suggestion above is a trade-off: if you fail the odds are the same as usual, but if you succeed, you lose your player too, but only for this game. So this makes fouling more appealing: my odds of getting caught increase only in the case that I manage to hurt him bad.
Not exactly about odds, it´s about game blalance. It´s not possible to achieve numeric advantage by fouling under this rules. I really don´t see how such rules would make fouling more appealing.

I must also add that we use this rule with a different Dirty Player skill that doesn´t add any bonuses to the armor/inj rolls. Just makes it harder for him to be sent off. Still playtesting it.

Speaking of which

Posted: Tue Dec 03, 2002 12:40 am
by Styrofoam King
What about a simple New Skill?

Sneaky Player (Gen): Once per turn, your player may reroll the Ref result if they're sent off the pitch for fouling.

of course, this would best apply if players were sent off, regardless of success.

This leads to THREE fun skills for Foulers:

Dirty Player: +2 to injury
Chop Block: Ignore Block (a foul)
Sneaky Player: Reroll being sent off.

Posted: Tue Dec 03, 2002 6:30 am
by Zombie
Yeah right. As if fouling needed more punishment!

Posted: Wed Dec 11, 2002 10:34 pm
by Kraff
I can't complain about the new IGMEOY rules after years of the old rules...

Fouling used to be totally neutered and now it feels more balanced to me. Already you do not get Casualties from fouling and get ejected 50% of the time if you have the Ref on you. Compare that to how often you actually make an armor roll with a non-DP. It still looks like the fouler is at a disadvantage to me.
Under the old IGMEOY I lost more players to ejections than I injured Wood Elves. I don't think there needs to be more punishment for an action which you can do once per turn. Do a lot of coaches actually waste multiple skill rolls on Dirty Player for several players?

Posted: Thu Dec 12, 2002 1:05 am
by Zombie
We use the sliding scale around here. It's about the same level of severity and the same level of complexity as IGMEOY, but it makes more sense because it's more gradual.

Posted: Thu Dec 12, 2002 3:04 am
by khorneskulls
what is IGMEOY?

Posted: Thu Dec 12, 2002 3:14 am
by Colin
I GOT MY EYE ON YOU!

Posted: Thu Dec 12, 2002 6:02 am
by Rozman
Are people abusing Fouling under the current rules? (Normal 6+ ejection, IGMEOY 4+ ejection)

It seems that it's already a risky proposition.

If you Foul once per turn and your opponent does not Foul back:

You lose 7.5 players over the course of the game. Assuming you beat armor every time, even if every player who Fouled has DP, you only remove 6.3. If nobody has DP you remove 2.7.

If he kicks you back, it's even.

Argue the Call and an Apothecary still favor the non-Fouler when compared (83% chance to save one vs. 16% chance to save each until you roll a 1.)

If you only do it to target your opponent's top players, you still have at best a 16% chance of being ejected vs. a 16% chance of causing a Cas.

If you've got DP this becomes 16% vs. 42%, and more power to you for blowing an advance on something that puts your player at risk of removal every time you use it.

That being said, I think that Get the Ref! is much too much in favor of the team that wins the roll; I had 4 Cas in 1 half of Get the Ref! with a DP against a HE team...

Posted: Thu Dec 12, 2002 9:52 am
by Ghost of Pariah
No I don't think ppl are abusing fouling.
How can you? It's dreadfully hard to injure somebody that way and even if you do you gain very little.
The number of fouls may have increased but I seriously doubt the number of casulties as a result of fouls has increased.
You're better off getting mighty blow and block.

Posted: Thu Dec 12, 2002 1:41 pm
by Styrofoam King
Well, what if Get The Ref was modified? rather than Never calling a foul, what if the intimidated ref never has IGMEOY against the lucky team? Does that make it too unbalanced still?