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Reserves

Posted: Mon Sep 22, 2008 1:39 pm
by Joemanji
These rules stem from a few root ideas. I was thinking about Adam Morgan's 'Desperate Measures' article, and the bottom of the barrel players in it. Also, I believe that attrition shouldn't be such a powerful weapon. Killing and injuring opposing players should lead to teams having to face weaker players from the bench, not no players at all. Secondly the idea that multi-million dollar BB teams wouldn't struggle for players. They'd be able to field someone, even if they weren't very good. I've started thinking of a player's Team Value as being representative of their wages. A rookie player earns 50,000 gold crowns a year. Surely there must be someone who'd play for something between that and nothing! Especially considering the society of the BB world - even one GC would probably feed a family for a month. There would be dozens of players queuing up to join a BB team.

So:

Reserves

Given the huge turnover of players seen on the BB pitch, most teams maintain a secondary setup, training new players in the fundamentals of the game before they make the step into the big leagues. These aspirants range from fresh faced youths to grizzled veterans straight from the army. It is quite common for such players to be drawn into the action proper before their training is complete. Treated as totally expendable, Reserves don't tend to last long against an experienced blitzer. In fact, they mean so little to both fans and teammates that their deaths are not even counted towards official NAF records.

A team may hire any number of Reserve team players. Each player is free to hire, but has a Team Value of 10,000 regardless of stats. A Reserve has the same stats as a team's 0-16 position, but he loses one point from his MA, ST, AG and AV and all his skills except those from the Extraordinary category.

SPPs
Most Reserves are so pathetic they pose no threat to a real player, who treat them with a contempt usually reserved for referees. There is nothing to be learnt from flattening yet another patsy, and as such a professional player does not earn SPPs for inflicting a Casualty on a Reserve. The casualty does not count for official game purposes, and does not go towards his team's total.

Reserves earn SPPs in the same way as normal players, although they can never be the MVP. The sponsors simply wouldn't allow a nonentity that sort of accolade! They even earn 2 SPPs if they inflict a casualty on a Reserve from the opposing team, although it still doesn't count towards the team's total. However, Reserves are totally green in comparison to even a rookie professional, and so develop along slighty different lines. They start on minus 24 SPPs and use the extended Star Player Points Table below:

Code: Select all

Reserves SPP Table
  SPPs       Improvements
-24 to -22       None
-21 to -19       One
-18 to -15       Two
-14 to -11       Three
-10 to  -6       Four
 -5 to  0        Five
0 onwards        RESETS
As a complete novice, a Reserve player has more of the basics to learn and so will develop faster than a professional player. There is no need to roll on a table, instead after each Improvement a Reserve can gain any skill normally allowed to him, with the exception of Block, Dodge or Guard. Alternatively the player may be given +1 MV, +1 AV or one of the new skills below: Strong, Tough, Cool or Agile. A player may not be given +1 MV or AV more than once, but unlike normal skills he may gain Strong, Tough, Cool or Agile up to four times. Each Improvement adds 10,000 to his Player Value.

Strong (Extraordinary)
The player counts as having an extra point of Strength when he throws a block. This skill has no effect when the player is the target of a block.

Tough (Extraordinary)
The player counts as having an extra point of Strength when he is blocked. This skill has no effect when the player throws a block himself.

Agile (Extraordinary)
The player counts as having an extra point of Agility when he makes any Agility roll that does not involve the ball (i.e. throwing, catching, intercepting or picking it up).

Cool (Extraordinary)
The player counts as having an extra point of Agility when he makes any Agility roll than involves the ball (i.e. throwing, catching, intercepting or picking it up).


When a Reserve reaches 0 SPPs he becomes a normal Rookie, and for all intents and purposes uses the standatd BB rules. For example, he counts for SPPs as a Casualty, can earn the MVP and can gain further Improvements in the conventional manner.

Posted: Mon Sep 22, 2008 3:43 pm
by Darkson
Not to sure on the St, To, Ag, and Cl skills - with that you could theoretically get a AG7 elf, or a ST7 CW.

I personally think this is to "complicated" to even be considered. I'd just go with something like the old Benchwearmers idea - lineman stats -1 to MA, ST, AG and AV. Start at -6SPP (or something), and when they hit 0 SPP they become a normal lineman. Cost 20K (though not fixed in stone).

Posted: Mon Sep 22, 2008 4:54 pm
by Rab
I'm not sure I fully understand what you are proposing - would these be in-game reserves (i.e you'd have an infinitely deep bench), or between-game?

I assume in-game or why would you take them over journeymen except as some sort of inducement wrangling?

If they are intended as in-game I have to say I hate the idea. Any slow team that is trying to overturn an early lead by their agile opposition will find it unbalancing that there will still be bodies on the pitch no matter how much carnage they cause - as soon as they score there'll be a full squad of tackle-zones lining up against them once more.

Posted: Mon Sep 22, 2008 5:10 pm
by Joemanji
The idea is that a coach can "hire" them (for nothing) as he would any other player, in the postgame sequence. This would allow a team to fill out its roster to 16 warm bodies after any game. There would be no "infinite bench".

This addresses the issue of bashy teams getting too much advantage from causing casualties against thin rosters. In effect, they get to remove a good player from the pitch and force the opposition to play a man down for the rest of the game. In 2nd ed a team always had a full roster of 16 players, and they got to immediately bring on a substitute if a player was injured. I'm not suggesting anything that drastic. But it can be both boring and frustrating for a coach to have to play most of a game men down. Having some players to use gives him some kind of enjoyment value, even if they aren't pretty rubbish.

Posted: Thu Oct 02, 2008 10:18 am
by Leilond
Joemanji wrote:The idea is that a coach can "hire" them (for nothing) as he would any other player, in the postgame sequence. This would allow a team to fill out its roster to 16 warm bodies after any game. There would be no "infinite bench".

This addresses the issue of bashy teams getting too much advantage from causing casualties against thin rosters. In effect, they get to remove a good player from the pitch and force the opposition to play a man down for the rest of the game. In 2nd ed a team always had a full roster of 16 players, and they got to immediately bring on a substitute if a player was injured. I'm not suggesting anything that drastic. But it can be both boring and frustrating for a coach to have to play most of a game men down. Having some players to use gives him some kind of enjoyment value, even if they aren't pretty rubbish.
Well... it happens only at the beginning of a league... after a while, with the money you earn, you start to collect lines to put in the reserve box. Thus I do not think the rule is bad, but it is unnecessary. Pheraps it is enought to create a "unexperienced rooki" with -1 MA, ST, AG that cost 10.000 or the like, a player that you're going to fire at the moment you'll have the money to take a better player

Posted: Thu Oct 02, 2008 12:20 pm
by sann0638
I quite like the idea of the new skills themselves, having specific applications of agility and strength. Bit of a throwback to 2nd Ed :D

Posted: Thu Oct 02, 2008 12:26 pm
by Leilond
sann0638 wrote:I quite like the idea of the new skills themselves, having specific applications of agility and strength. Bit of a throwback to 2nd Ed :D
With only one restriction. No more than 2 times for each skill... It's silly to have a such player that can achieve ST 6 during blocks

Posted: Thu Oct 02, 2008 12:46 pm
by Mootaz
I'd even go so far as to restrict the skills to "each skill only once".

Posted: Thu Oct 02, 2008 1:45 pm
by Leilond
Why a so complicate rule? By the time one of your "reserve" gain enough SPP to be DECENT, you'll have plenty of gold to buy a more effective rookie line... without considering that with lower ST and AR, the reserve is going to die before reaching the first skillup
If you really feel the necessity of a such player type and rule, do not make them gain SPP at all, and it will be simplier... something like "Young journemen" that cost 10.000 and to not gain SPP

Posted: Thu Oct 02, 2008 2:08 pm
by cyagen
Honestly, with the journeyman rule I do not see the point of such a rule Joe. It is too complicated and add to much micro-management for too little fun IMHO.

Posted: Thu Oct 02, 2008 2:45 pm
by Leilond
cyagen wrote:Honestly, with the journeyman rule I do not see the point of such a rule Joe. It is too complicated and add to much micro-management for too little fun IMHO.
The journeyman can be added only to complete your team to 11 players. The "reserve" he's talking about is thinked to be used to complete your team to 16 members