An idea off the top of my head

Got a great idea and/or proposal for BloodBowl?

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Thadrin
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An idea off the top of my head

Post by Thadrin »

This is probably a really stupid idea, but I wanted to put it out there.
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Injured reserve:

A player may, during the post game phase, be put on Injured reserve. He may not participate in the next three games. His roster spot is - temporarily - open. and a new player of the same type - or another type if so desired - may be bought at usual cost.

When the Injured reserve period expires, a player must be cut from the roster if any position limits would be exceeded or to reduce the roster to 16 players. Th eplayer cut does not have to be the player hired when the player was put on injured reserve.
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make sense? Probably not. Just one of those random thoughts that comes out of the ether. Feel free to trash it if you want.

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Joemanji
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Post by Joemanji »

How about, in the same vein:

When a player is "Seriously Injured" and has a characteristic decrease or gets a Niggle, you can choose to "sent him away" for specialist surgery to treat the injury. The player must miss the next THREE games instead of only one, but after this you should roll a dice - on a 2+ the player may ignore the decrease/niggle.

Possible variations:
- Player only misses 2 games?
- Ignore the injury on a 4+ ?
- You have to pay costs, maybe D3x10,000 gc?

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lawquoter
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Post by lawquoter »

Not a bad idea. How to implement it is the next stage. You could also have a "practice squad" of 2-4 players that are on the club, but are not on the active roster of 16. Once a player has been put on the Injured Reserve for a chance to recover from the Serious Injury, you may call up a player from the Practice Squad to take his place. However, in so doing, he must either remain on the Active Roster for the remainder of the season, or must be cut from the team altogether once the player he replaced comes back on the team and off of Injured Reserve. This would reflect the reality that young, inexperience rookies are content and happy just to be on a big club, even if it means they aren't actively playing. But once they've tested their mettle and proven they can play with the pros, they refuse to go back on the practice squad of that team, and will take their chances with another club.

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Joemanji
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Post by Joemanji »

I really think the 16 man squad is sacred. IMO it makes bashy teams vulnerable to a beating. Once you raise the limits - even to 17 or 18 players - it makes it very, very hard for a bashy team to ever take enough damage in a match to effect them in the next. This is even more the case for a team whose TR is higher than many others.

Fragile teams are always going to be walking a tightrope, no matter how big their squad.

I like the idea of promoting "youth team" players though. Maybe you could say that they cost a little less, but start with -1 AV or a negative amount of SPP (-6 maybe) as they need to get used to the big leagues. Maybe this should be an option open to you when you retire a player - you are allowed to draft his reserve.

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Grumbledook
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Post by Grumbledook »

yer and its more bookkeeping

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Post by DesTroy »

Actually, the idea of a "rookie roll" has been around for a while. The idea was that a rookie playing his first game would make a roll when he moves adjacent to an opponent. If the roll is failed, the player cannot make a block/blitz until he makes a successful roll.

I don't remember if that was a part of the game or just a house rule...

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'Ed Basha'
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Post by 'Ed Basha' »

They had most of these ideas for a while in the compendiums to see if they flew....reserve teams....Squig hunters....the crush.....I think in the end they agreed...too much clutter...it's not a fun game if it's as complex as the real thing

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