Diffrent "Mighty Blow"
Moderator: TFF Mods
Diffrent "Mighty Blow"
Ok here it is:
"If a player is knocked down and stunned by a Mighty Blow, roll a D6. On a roll of 4+ the player is KO'ed anyways."
something diffrent from the +1/-1 Modifier thing. Would not affect casualties, but help strength teams to actually win games by reducing the number of opponents without causing any real damage.
How about it?
How about it in a "Bugman's" (no injury modifiers) scenario?
"If a player is knocked down and stunned by a Mighty Blow, roll a D6. On a roll of 4+ the player is KO'ed anyways."
something diffrent from the +1/-1 Modifier thing. Would not affect casualties, but help strength teams to actually win games by reducing the number of opponents without causing any real damage.
How about it?
How about it in a "Bugman's" (no injury modifiers) scenario?
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- Legend
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I think Chet's league uses this in their base rules, except it might just be on a "6" that the player is KO'ed. Of course, Chet's league has eliminated all modifiers to injury, so there are a lot of funky things going on there. You should check out his rules, Toby. I can probably dig them up if you're interested...
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- Munkey
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Interesting idea, perhaps it would make a good new skill although i'd have to sit down and work out how it compares to current Mighty Blow to see if it was any good.
I'd love to see what Chet's league have done with the No Injuries Mod system, presumably as they have been playing with it and tweaking it it's more advanced than the version suggested in BBB.
Still not sure about it in the LRB but I would be very interested to see the rules and hear first hand the effect it has on the game.
I'd love to see what Chet's league have done with the No Injuries Mod system, presumably as they have been playing with it and tweaking it it's more advanced than the version suggested in BBB.
Still not sure about it in the LRB but I would be very interested to see the rules and hear first hand the effect it has on the game.
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- juck101
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sounds good rule but what about dwarfs free Thick skull skill. Not bothered with monster they are hard enough but would have little effect orc with new mighty blow VS dwarf ( I presume this match-up would require lots of inj by the orcs). Hope my league can try it!
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Auto-KO is definetely too powerful, but apart from this I really like the idea! I would love it if modifiers to injury rolls were removed, and believe me it does not remove carnage.. Just recently I killed 3 players in a match with no modifiers to injury on any of the rolls (no Mighty Blowers, no Dirty Players, no Stunty opponents etc)...
A 4 or 5+ to turn stuns into KO's is nice. Of course Thick Skulls should still get a 4+ to avoid it, IMO. But then again, I'm a Dwarf coach so I'm probably biased.
A 4 or 5+ to turn stuns into KO's is nice. Of course Thick Skulls should still get a 4+ to avoid it, IMO. But then again, I'm a Dwarf coach so I'm probably biased.
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- Thadrin
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Doesn't get me cas....which doesn't get me SPPs on players who are already slow at getting SPPs....
No. Not as Mighty Blow.
As an entirely new strength skill it has merit though.
No. Not as Mighty Blow.
As an entirely new strength skill it has merit though.
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I agree with this one, but Thadrin actually made a good remark on SPPs. What if a KO would be 1 SPP (I think it was a home rule somewhere)?MixX wrote:Auto-KO is definetely too powerful, but apart from this I really like the idea! I would love it if modifiers to injury rolls were removed, and believe me it does not remove carnage.. Just recently I killed 3 players in a match with no modifiers to injury on any of the rolls (no Mighty Blowers, no Dirty Players, no Stunty opponents etc)...
A 4 or 5+ to turn stuns into KO's is nice. Of course Thick Skulls should still get a 4+ to avoid it, IMO. But then again, I'm a Dwarf coach so I'm probably biased.
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A few random thoughs:
+1 to armor or injury has an effect on 27% of all injury rolls, and doubles the probability of earning SPPs.
4+ turns stunned into KO would have an effect on 29% of all injury rolls, which is too weak since there is no increased possibility of earning SPPs.
Auto-KO'd would have an effect on 58% of all injury rolls. This is a large number, but the player on the receiving end of the block will still be happy since he won't get an increased risk of niggling injuries or stat reductions. I don't think you can say that auto-KO'd is too powerful without proper testing.
With regards to SPPs, there's also one more thing to consider: auto-KO'd will be more efficient in reducing the number of opposing players on the field, which:
1) makes it easier to cause casualties since you get more two or three dice blocks, and
2) allows you to score with any player who needs SPPs rather than just your fastest player since there will be fewer opposing players to stop you.
Auto-KO'd will increase bashing team's chances of winning a given match, but will reduce the number of casualties suffered on running teams which will not make them very weak in their following match.
I like the idea to remove of removing injury modifiers, but I don't know if auto-KO'd would be the way to go.
+1 to armor or injury has an effect on 27% of all injury rolls, and doubles the probability of earning SPPs.
4+ turns stunned into KO would have an effect on 29% of all injury rolls, which is too weak since there is no increased possibility of earning SPPs.
Auto-KO'd would have an effect on 58% of all injury rolls. This is a large number, but the player on the receiving end of the block will still be happy since he won't get an increased risk of niggling injuries or stat reductions. I don't think you can say that auto-KO'd is too powerful without proper testing.
With regards to SPPs, there's also one more thing to consider: auto-KO'd will be more efficient in reducing the number of opposing players on the field, which:
1) makes it easier to cause casualties since you get more two or three dice blocks, and
2) allows you to score with any player who needs SPPs rather than just your fastest player since there will be fewer opposing players to stop you.
Auto-KO'd will increase bashing team's chances of winning a given match, but will reduce the number of casualties suffered on running teams which will not make them very weak in their following match.
I like the idea to remove of removing injury modifiers, but I don't know if auto-KO'd would be the way to go.
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Mighty Blow gives a modification to injury rolls, and injury modifications are the root to all evil. Therefore, Mighty Blow is not fine as it is. 
The only problem is that turning stuns into KO'd is either quite a drastic change (if it's automatic) or makes Mighty Blow quite useless (if it's on 4+), or combination of both (if it's 2+ or 3+).
Two other possibilities for Mighty Blow:
a) Mighty Blow = AV reroll.
b) Mighty Blow = KO'ds are turned into badly hurt on 4+.
Obviously, these possibilities are mutually exclusive.

The only problem is that turning stuns into KO'd is either quite a drastic change (if it's automatic) or makes Mighty Blow quite useless (if it's on 4+), or combination of both (if it's 2+ or 3+).
Two other possibilities for Mighty Blow:
a) Mighty Blow = AV reroll.
b) Mighty Blow = KO'ds are turned into badly hurt on 4+.
Obviously, these possibilities are mutually exclusive.
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