Change niggling injury?
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- neoliminal
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Change niggling injury?
Should the niggling injury change, and if so to what?
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- mikeyc222
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well, kind of a loaded question. i would be ok with it being a once per half roll...but ONLY if aging went out the window. i've had WAY too players fail their 1st aging roll to want nigs be ANY more powerful if aging is still in effect. so i don't feel i can vote since the option i would like isn't there.
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I said start of game and half, because this would make niggles work, and I wouldn't mind it, even with aging. At least with this rule, I could get half a game out of a player, making his still valuable to my game.
Chris
Chris
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- GalakStarscraper
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Just so you get the effects of each.
Currently if you take the number of turns a player misses from a game over a series of many games the different rules look like this:
The current rule of miss game on roll of 1:
Player misses on average 2.7 turns/game (16 * (1/6))
Roll of Niggle at start of each half, failure means miss rest of game:
Player misses on average 3.8 turns/game (16*(1/6))+((5/6)*(1/6)*8))
Player must roll a 2+ to play in each drive:
If you divide the game into even drives, its average 2.7 turns/game
Example four 4 turn drives ((1/6)*4)*4)
50% of missing the game:
Player misses on average 8.0 turns/game (16*.5)
If you look at almost any league and talk to most coaches ... Niggle don't matter. Most coaches don't even consider retiring a player with a single niggle. Look at the top teams in FUMBBL and you'll find teams with 10+ Niggling injuries on the squad (regardless of if they are Elf or Dwarf).
Just wanted to give folks the math behind each option so you could see the effect in game terms.
Galak
Currently if you take the number of turns a player misses from a game over a series of many games the different rules look like this:
The current rule of miss game on roll of 1:
Player misses on average 2.7 turns/game (16 * (1/6))
Roll of Niggle at start of each half, failure means miss rest of game:
Player misses on average 3.8 turns/game (16*(1/6))+((5/6)*(1/6)*8))
Player must roll a 2+ to play in each drive:
If you divide the game into even drives, its average 2.7 turns/game
Example four 4 turn drives ((1/6)*4)*4)
50% of missing the game:
Player misses on average 8.0 turns/game (16*.5)
If you look at almost any league and talk to most coaches ... Niggle don't matter. Most coaches don't even consider retiring a player with a single niggle. Look at the top teams in FUMBBL and you'll find teams with 10+ Niggling injuries on the squad (regardless of if they are Elf or Dwarf).
Just wanted to give folks the math behind each option so you could see the effect in game terms.
Galak
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- pfooti
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Here are some other ideas. I don't think any are originally mine, but I wanted to toss them out there.
Make niggling injuries exactly like bonehead. Second one becomes really stupid, third kills the player. The player becomes a lot less reliable in terms of carrying the ball or blitzing.
Make the niggle roll at each drive, but you can't set up at all after that (instead of just missing the drive).
For each niggle a player has, add +1 to all injury rolls made against that player (so the player will rack up more and more injuries).
If a player has a niggle, upgrade the sigurd roll by one level (1-3 SI, 4-6 DEAD!)
Delete all niggles from the game, make all previous niggles a stat reduction.
I agree that niggles are not that important in game terms today. I think that getting a niggle (or one of these upgraded niggles) from aging really bums me out (especially on the first skill roll). But I think that a harsher niggle system could be pretty effective in capping team development, either with Aging or some other (ahem) plan for team growth capping.
Make niggling injuries exactly like bonehead. Second one becomes really stupid, third kills the player. The player becomes a lot less reliable in terms of carrying the ball or blitzing.
Make the niggle roll at each drive, but you can't set up at all after that (instead of just missing the drive).
For each niggle a player has, add +1 to all injury rolls made against that player (so the player will rack up more and more injuries).
If a player has a niggle, upgrade the sigurd roll by one level (1-3 SI, 4-6 DEAD!)
Delete all niggles from the game, make all previous niggles a stat reduction.
I agree that niggles are not that important in game terms today. I think that getting a niggle (or one of these upgraded niggles) from aging really bums me out (especially on the first skill roll). But I think that a harsher niggle system could be pretty effective in capping team development, either with Aging or some other (ahem) plan for team growth capping.
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- mikeyc222
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I've voted for the "roll each half option", which I assume would also include OT.
However, roll each drive is also interesting, if something like "If you missed the previous drive, you pass on a 2+, if the player played he passes on a 3+ (4+)" was added, to mean the minor knocks on the pitch mean the player has to rest between drives.
However, roll each drive is also interesting, if something like "If you missed the previous drive, you pass on a 2+, if the player played he passes on a 3+ (4+)" was added, to mean the minor knocks on the pitch mean the player has to rest between drives.
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- MickeX
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- Colin
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I like the idea of rolling before each drive and if they miss the roll then they miss the drive. Kinda like the suggestion that if you play, you get a modifier on the next roll to miss the next drive, I'd suggest a -1 on the roll for each drive played. If you don't miss one at the start of the game you will probably miss one later on when the game could be in the balance. I would have it that the modifiers go away and start back at 0 for the next roll when a roll is finally failed. I would also have it that an apoth could be used once per half to give a +1 on any one niggle roll and this is in conjuction with healing ability.
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I am beginning to like the roll for each half more and more. I usually didn't end up with Nigglers though. Either DEAD! or Stat decreases were my game.
I don't like the roll before each drive, since when playing actual ftf tabletop, it would take WAY TOO LONG to roll for all your players, each and every drive. I think it wou;d add to much time to the game. With the tool it is easy and quick, but it wouldn't be good in TT.
I don't like the roll before each drive, since when playing actual ftf tabletop, it would take WAY TOO LONG to roll for all your players, each and every drive. I think it wou;d add to much time to the game. With the tool it is easy and quick, but it wouldn't be good in TT.
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- GalakStarscraper
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- Colin
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Lightning bug, I can't see how you can say that it will take waayy too long to roll at the start of each drive, you don't roll for everyone, just the ones with niggles (that should only be one or two players on average).
Anyway, each half would be ok, I guess, if each drive wasn't an option.
Anyway, each half would be ok, I guess, if each drive wasn't an option.
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- DoubleSkulls
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I don't like the existing niggle rules. Dice rolls at the start of the game that determine whether a player is available or not can be far too random an effect.
Personnally I'd want an in game effect - and the simplest one I can think of is to remove niggles all together and replace them with -Av.
Personnally I'd want an in game effect - and the simplest one I can think of is to remove niggles all together and replace them with -Av.
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Ian 'Double Skulls' Williams
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I do think that NI should be worse than they are now, but though -AV is an option, it might be a bit harsh.
I voted "roll for each half". This will make them a bit worse, but not too much...
R
I voted "roll for each half". This will make them a bit worse, but not too much...
R
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