KO-rolls during play?
Moderator: TFF Mods
- El Hombre
- Emerging Star
- Posts: 348
- Joined: Sun May 01, 2005 10:17 am
- Location: Brugge
KO-rolls during play?
Some time ago I had this idea, been thinking about it for a while, was wondering what you guys should think of it.
How about making a "KO-recovery-roll" every turn on an unmodified 6 on a D6 instead of only when you set up for a drive on a 4+? (of course, returning players go to the reserves box, not straight onto the field)
I'm no math-scolar, but it seems to me that this equals a 3-turn-drive. It would encourage people to keep playing and scoring, because if they wait too long, you give your enemy more chances to recover players.
Maybe the dice-roll should be tweaked a bit, but it's the mechanism I'd like to postpone here: make KO-recovery-rolls dependant on the duration of the drive (as also in reality, players have more time to recover if they are knocked out in turn 1 and can only come back in, say, turn 7)
How about making a "KO-recovery-roll" every turn on an unmodified 6 on a D6 instead of only when you set up for a drive on a 4+? (of course, returning players go to the reserves box, not straight onto the field)
I'm no math-scolar, but it seems to me that this equals a 3-turn-drive. It would encourage people to keep playing and scoring, because if they wait too long, you give your enemy more chances to recover players.
Maybe the dice-roll should be tweaked a bit, but it's the mechanism I'd like to postpone here: make KO-recovery-rolls dependant on the duration of the drive (as also in reality, players have more time to recover if they are knocked out in turn 1 and can only come back in, say, turn 7)
Reason: ''
Those who will not follow are doomed to lead.
--*--Founder League of Rodents--*--
--*--Commissioner BBBF Online League--*--
--*--Founder League of Rodents--*--
--*--Commissioner BBBF Online League--*--
- mattgslater
- King of Comedy
- Posts: 7758
- Joined: Thu Dec 15, 2005 5:18 pm
- Location: Far to the west, across the great desert, in the fabled Land of Comedy
If you're going to do that, I say get rid of the KO and D/I boxes entirely. Leave dead/injured players on the field until the drive ends, and only roll Apothecary after each drive, rather than immediately after the Cas result. KO'ed players are flipped over and turned backwards, stay on the field until the end of the drive, rolling 1d at the start of their turn. On a 4+, the player is only stunned. If a 4+ is not rolled before a score or half, the player must miss the next drive.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
-
- Legend
- Posts: 2073
- Joined: Wed Nov 15, 2006 2:41 pm
- Location: Glasgow
Quite a lot of clutter on the pitch.mattgslater wrote:If you're going to do that, I say get rid of the KO and D/I boxes entirely. Leave dead/injured players on the field until the drive ends, and only roll Apothecary after each drive, rather than immediately after the Cas result. KO'ed players are flipped over and turned backwards, stay on the field until the end of the drive, rolling 1d at the start of their turn. On a 4+, the player is only stunned. If a 4+ is not rolled before a score or half, the player must miss the next drive.
Especially when you're playing a stunty team.
And where would crowd push CAS or KO go?
Reason: ''
Team Scotland Record:
EuroBowl 2009: 3-2-1
Gimmicks>Shennanigans>Everything Else
EuroBowl 2009: 3-2-1
Gimmicks>Shennanigans>Everything Else
- El Hombre
- Emerging Star
- Posts: 348
- Joined: Sun May 01, 2005 10:17 am
- Location: Brugge
that's why I opted to let that aspect as it is, with them leaving the pitch when they should. Players that make their 6+ KO-roll go to the reserves box, not back onto the pitch.
Reason: ''
Those who will not follow are doomed to lead.
--*--Founder League of Rodents--*--
--*--Commissioner BBBF Online League--*--
--*--Founder League of Rodents--*--
--*--Commissioner BBBF Online League--*--
- mattgslater
- King of Comedy
- Posts: 7758
- Joined: Thu Dec 15, 2005 5:18 pm
- Location: Far to the west, across the great desert, in the fabled Land of Comedy
But then you have to let them back on the pitch. Unless you specify a square from which the player must return (say, center of their end zone), it could yield a lot of trouble.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
-
- Legend
- Posts: 5334
- Joined: Sun May 05, 2002 8:55 am
- Location: Copenhagen
- Contact:
- mattgslater
- King of Comedy
- Posts: 7758
- Joined: Thu Dec 15, 2005 5:18 pm
- Location: Far to the west, across the great desert, in the fabled Land of Comedy
Ah. I misunderstood the original post. Just reread. Never mind.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
- mubo
- Star Player
- Posts: 749
- Joined: Mon Dec 22, 2008 7:12 pm
- Location: Oxford, UK
Good idea,
Makes sense game-wise.
Only problem will be remembering to roll a D6 each player, each turn.
Sometimes you may be rolling for 4 players. Might become a bit of a pain.
Alternative may be player is knocked out for D6 turns? Thick skull means you are KOed for D6-2 turns. This would require some notekeeping so might not work brilliantly.
Makes sense game-wise.
Only problem will be remembering to roll a D6 each player, each turn.
Sometimes you may be rolling for 4 players. Might become a bit of a pain.
Alternative may be player is knocked out for D6 turns? Thick skull means you are KOed for D6-2 turns. This would require some notekeeping so might not work brilliantly.
Reason: ''
-
- Star Player
- Posts: 680
- Joined: Wed Sep 26, 2007 12:54 am
- Location: In your endzone, killin' your dudez
Re: KO-rolls during play?
Just FYI: after 3 turns, you'd have a 42% chance of getting a player back on the pitch. After 4 turns, you'd have a 52% chance. After you factor in the extra effects of fouling, that'd probably drop to about a 99% chance of D&I.El Hombre wrote:I'm no math-scolar, but it seems to me that this equals a 3-turn-drive.
Reason: ''