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Instinct

Posted: Wed Sep 19, 2007 6:41 pm
by Joemanji
I really like the Insight skill idea. It would be great to have several skills like this IMO, so you could build another kind of playing style. As another, how about:

Instinct (or some other name) (General)
At the end of each of your turns a player with this skill may move one additional square, even if he has taken an action already that turn. A player may not use this skill if he is either standing in an opposing player's tackle zone or carrying the ball.


Just an idea to chew the fat about. :)

Cheers
Joe

Re: Instinct

Posted: Mon Oct 22, 2007 4:09 am
by datalorex
Joemanji wrote:I really like the Insight skill idea. It would be great to have several skills like this IMO, so you could build another kind of playing style. As another, how about:

Instinct (or some other name) (General)
At the end of each of your turns a player with this skill may move one additional square, even if he has taken an action already that turn. A player may not use this skill if he is either standing in an opposing player's tackle zone or carrying the ball.


Just an idea to chew the fat about. :)

Cheers
Joe
What? Players with balls in their hands lose their instict? Running backs are the players that have the MOST instict IMO. But considering insticts aren't always correct, I'd say tie this to a die roll (1- instict fails, 2-6 instict works).

Posted: Mon Oct 22, 2007 5:22 am
by Falkom
But that sound like cheaper and weaker +MA... on the other hand it will be completle different if additional square movement is performed at some point during your opponent turn but probably will just be a source for lot of disputes...

Posted: Mon Oct 22, 2007 7:13 am
by TuernRedvenom

Posted: Mon Oct 22, 2007 7:14 am
by Joemanji
Heh, and I even commented in that thread. :wink: :roll: Great idea Tuern!

Posted: Mon Oct 22, 2007 7:16 am
by TuernRedvenom
Falkom wrote:But that sound like cheaper and weaker +MA... on the other hand it will be completle different if additional square movement is performed at some point during your opponent turn but probably will just be a source for lot of disputes...
No that should not be its main use, since it cannot be used while carrying the ball, that should curb it a lot for Gutter Runner and Woodie catcher types. Its best use however is waiting till the very last moment to commit your guy: "if something goes wrong then I'll mark that really nasty blocker that could otherwise blitz my ball carrier".
But, still, maybe it should also be added that the extra move cannot be used to pick up the ball?

Posted: Mon Oct 22, 2007 7:18 am
by Joemanji
And even if it were a cheaper and weaker MV then that sounds fine to me. MV costs 30K, a worse version costs 20K. If you see it as only that then it is poor value for money as a skill. If you see the tactical elements it might not be.