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Send Off equivalent to Injury roll
Posted: Thu Nov 06, 2008 1:42 pm
by Joemanji
I think there was something like this in 2nd ed, and it seems like an elegant mechanism to me. You could introduce the notion of the "sin bin". How about when a player is sent off for fouling, instead of missing the rest of the game you roll for him on the Injury table? 2-7 Reserves, 8-9 KO'd, 10+ same as a normal sending off. The player would not actually be injured, this represents the time that elapses before the referee decides (or is bribed) to let the player back on the pitch. BB is a game where mayhem is encouraged after all, and the cabalvision executives always want popular players back on the pitch.
I think this adds a much more tactical flavour to fouling, which at the moment seems like a very poor risk/reward ratio. A sending off will always take a player off the pitch, but it won't remove him from the entire game necessarily, which always feel pretty harsh.
You could also extend this to Secret Weapons with the relevant price changes. Maybe say that they are sent off before the next drive, so they always miss at least one drive?
Possible problems might be that a player with Dirty Player would be took good. A possible solution might be to say that using DP adds +1 to your Injury roll if sent off.
Posted: Thu Nov 06, 2008 2:45 pm
by Rab
I don't normally go for 'additions' to the rules (so many seem to unbalance the game), but I like this one in principle. It seems fluffy in a good way
You could also have Sneaky Git be a -1 to the sending off roll instead of its usual effect...
Posted: Thu Nov 06, 2008 6:01 pm
by Darkson
Nice idea - why didn't you think of it before the rules review?

Posted: Thu Nov 06, 2008 8:14 pm
by Rab
Posted: Thu Nov 06, 2008 9:37 pm
by Leipziger
Good call, Joe

Posted: Thu Nov 06, 2008 10:32 pm
by voyagers_uk
maybe Martin could add this flavour into the field position play testing.
Posted: Fri Nov 07, 2008 3:03 am
by SillySod
If you implement this then have the ref
actually injure the players. Give them the option of going quietly (being sent off) or having the ref have to punch them in the face to get them off the pitch

Posted: Fri Nov 07, 2008 6:43 am
by DoubleSkulls
I'd be very wary of that, unless you combined it with weakening the effectiveness of fouls. Basically you are making 50%+ of foulers come back into the game
Posted: Fri Nov 07, 2008 7:30 am
by MadLordAnarchy
SillySod wrote:If you implement this then have the ref
actually injure the players. Give them the option of going quietly (being sent off) or having the ref have to punch them in the face to get them off the pitch

Refs with personality are the way forward.
Posted: Fri Nov 07, 2008 9:06 am
by sumbloke
ianwilliams wrote:I'd be very wary of that, unless you combined it with weakening the effectiveness of fouls. Basically you are making 50%+ of foulers come back into the game
I agree. I think this would work better as a single die roll with 4+ being off for the rest of the match and 3- being "KO'd" (rolling to get back into the game after each drive), with abilities adjusting these rolls.
Posted: Fri Nov 07, 2008 9:23 am
by Glowworm
Refs with personality are the way forward.
...Like the ones in the "Compendium" (Pg 21). I think they where originally published in Citadel journal (No12) for those not old enough to remember!
I definately like the Fouling idea, makes my endless double 1/2/3 on the armour roll more palatable!!
Posted: Fri Nov 07, 2008 9:56 am
by MadLordAnarchy
I'm surprisingly with doubleskulls against the majority here - the problem with fouling is always that it is a risk of getting a player you don't care about that much sent off set against the reward of damaging the opposition's star player. I'm much more used to resisting calls for suspensions for players who get sent off than getting them back onto the field earlier.
glowworm wrote:Refs with personality are the way forward.
...Like the ones in the "Compendium" (Pg 21). I think they where originally published in Citadel journal (No12) for those not old enough to remember!
That's what I used as the basis for refs in my league. I do actually have refs now who retaliate physically against foulers.
Posted: Fri Nov 07, 2008 5:53 pm
by SillySod
Well, this isnt the way forawrd for LRB fouling.... but then the current fouling system really dosent have a great risk/reward unless you can afford to focus on it as a strategy (undead/necro/khemri
Posted: Fri Nov 07, 2008 8:15 pm
by Darkson
ianwilliams wrote:I'd be very wary of that, unless you combined it with weakening the effectiveness of fouls. Basically you are making 50%+ of foulers come back into the game
Why weaken it anymore? If we were talking about LRB4 fouling with the old DP, then I'd agree, but with the current weak version...
Posted: Fri Nov 07, 2008 9:02 pm
by Der_Doodle
Well the basic idea is nice. but it would just lead to a simple 1 Foul each turn philosophy cause the risk of getting sent of for more then a drive is minimal.
The only way I could see this work would be if instead of a sent of at a double at each foul you have to roll an injury roll for the fouler.
On a stunned result the foul didnt got spotted.
On a KO the ref thinks he might have seen something and banns the player for this drive (moved to reserve)
On a Cas result the player gets ejected. Make an Casulty roll.
11-38 BH = Miss this Game
41-58 SI = Miss next game
61-68 RIP = Permanent Record, Miss next game and a note on the refs list.
This works like a Niggling Injury for the send off roll adding +1 on the roll.
And ofcourse Sneaky Git would reduce the initial Injury Roll to see if you get spotted by -1
So all in all Chances to get sent of for a game or more is 1/6 with an extra Chance to get removed for a drive.