What's Missing for BB players?

Don't understand a particular rule or just need to clarify something? This is the forum for you. With 2 of the BBRC members and the main LRB5/6 writer present at TFF, you're bound to get as good an answer as possible.

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Acerak
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Post by Acerak »

4.When does an Interception happen in the sequence - very good question.

Blood Bowl Handbook, page 21:

"The coach must declare that one of his players will try to intercept before the throwwer rolls to see if he is on target."

This one is so obvious, I can't understand how people found it unclear :)

6. Should Hail Mary be affected by TZs - no. If there is no dice roll needed to complete the action, there can't be modifiers. How do modify a non-existent dice roll? (BBRC would have to add a base AG roll needed to complete the action. I dunno if that's needed or not. Hail Mary is a team's ONE way of "punting". Without that, there'd be no reason at all to take it as a skill.

"No dice roll needed"? From the Death Zone Playbook, page 11:

"On a roll of 1 the player fumbles the throw, and the ball will scatter once from the thrower's square. On a roll of 2-6 the player may make the pass."

Read the rules, kids - sometimes they're good for more than discovering inconsistencies ;)

Cheers!

-Chet

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Post by Mestari »

4) Jump Up allowed with Pass Block (now that Jump Up is a trait, it needs an extra kicker for anyone to actually consider taking it with a doubles roll).

One should be able to use at least (there may be others, these are the ones that come to mind right now) the following skills during a pass block move:
Jump Up, Dodge, Break Tackle, Stand firm, Pro and Leap.


10) Add in the rule that rolls of 4,6 and 5,6 on the skill roll can be used to get a normal skill instead of the stat increase if the coach doesn't want the stat increase.

We use the way of Sigurd on this one:

SP-roll table
1-9 Skill
10-12 Stat increase

"Sigurds" stat increase table
1-3 MA
4-5 AG
6 ST

Now, if you get 10+, roll another d6 to see what stat increase you got. If the original roll was a double, you can trade the stat increase for any skill. If the original roll wasn't a double, you have to take the stat increase that you rolled.
Simple as that - now you don't have to always take the +1AG, and you might sometimes have to take a ST increase :wink: .

I'm also planning of introducing the following rule for the next season:

If you roll a '7' on the Star Player roll, you can take a Trait. Waddya think?
What I think is that now people would also take some traits that are pretty useless compared to skills available from normally non-allowed skill categories.

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Post by DoubleSkulls »

Mestari wrote:We use the way of Sigurd on this one:

SP-roll table
1-9 Skill
10-12 Stat increase

"Sigurds" stat increase table
1-3 MA
4-5 AG
6 ST
I don't see what the point of this is. Since there are no modifiers to the original roll the probabilities are exactly the same. All you are doing is adding a extra die roll.

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Post by christer »

On a roll of 1 the player fumbles the throw, and the ball will scatter once from the thrower's square. On a roll of 2-6 the player may make the pass.
I have to say that this wording is sort of unclear. Yes, you make the dieroll.. But is it modified by TZ's?

My initial interpretation was that it's not.. But now, I'm not so sure.. :)
I mean sure.. From a "logic" point of view, it should be modified.. But it might be unmodified for balance reasons.. I haven't played that many games with this skill involved, so I can't really say how it works... (But just you wait until my goblins get a few double rolls.. :P )

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Post by Mestari »

ianwilliams wrote:
Mestari wrote:We use the way of Sigurd on this one:
I don't see what the point of this is. Since there are no modifiers to the original roll the probabilities are exactly the same. All you are doing is adding a extra die roll.
Read Galak's list of things to be addressed and you'll see the point.
Now, if you roll either 5,6 or 4,6 or 6,4 or 6,5 on the star player roll, you have to take the stat increase. So every time you get +1AG you have to take it. Galak wanted a rule that you could take a normal skill instead.

Our way of addressing the problem is the extra die roll, which results in people sometimes being able to swap a stat increase for any skill (as the 2d6 roll was doubles) and sometimes not being able, regardless of what the increase was (ST, MA or AG). Makes sense to me.

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Post by GalakStarscraper »

But Mestari with your method my Saurus could still get stuck with +1 AG (11 followed by a 4). I'd much rather have NO required stat increases in the game.

I already use this rule the any non-double skill roll stat increase can be used to gain a normal skill roll in both the MBBL and MBBL2 and the players LOVE it!

Galak

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Post by SixFootDwarf »

:oops: Damn....once again foiled by Chet. :D

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Just interested

Post by NightDragon »

How did some of you boys become members of the BBRC and NAF in the first place? DD.

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Post by GalakStarscraper »

I'll put words into neominal's and Acerak's mouths that they can extract.

The NAF is open any coach who wants to volunteer ... in fact the more the merrier as neominal (NAF president) could use the help.

The BBRC was a best pool from different regions and cultures of the "leaders" of Blood Bowl at the time on the BB mailing list that now lives at yahoogroups, but was then a side feature of bloodbowl.net (Milo Sharp's site ... who is a BBRC member).

Jervis and Andy where a given as the fanatic reps
The other 5 give you a mix of countries and opinions (no two players from the same league).

All in all I think old JJ did a great job of picking the group ... I'd love to hear Babs, Dean, and Milo's thoughs more often, but I'm happy with at least having JKL and Chet's ears on an active basis.

Galak

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Post by Acerak »

I like the Sigurd's table. In fact, I believe I proposed it once upon a time, even as recently as October! But as Tom said, I'd rather have a pure option to pick a skill normally in place. Combining the two also has merit, if only so ST+1 wasn't always a doubles roll.

But one thing puzzles me:

If you roll a '7' on the Star Player roll, you can take a Trait. Waddya think? What I think is that now people would also take some traits that are pretty useless compared to skills available from normally non-allowed skill categories.

If a trait is "pretty useless," what makes you think a coach is going to waste a skill roll to get it? It doesn't matter what the odds of getting it are, really.

I think you'd just see more B/D players.

-Chet

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Post by Thadrin »

I was bored and came up with a "tweaks I'd like to see" list:

1) Apothecaried players go to the reserves box.
2) My "Cutblock" skill (see the "New Skills" thread) to be added.
3) Officialisation of the "Any stat increase may be exchanged for a normal skill" rule.
4) Ag OR Av on a skill roll of 10.
5) Pow into the crowd: roll for injury from the block before rolling for the crowd beating. SPPs awarded if the block causes a casulaty.
6) Fouling to be left basically alone.
7) Leader and Pro limited to players of 31 SPPs or more (not in the first two skill rolls)

Nothing wildly controversial.....

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Post by Mestari »

GalakStarscraper wrote:But Mestari with your method my Saurus could still get stuck with +1 AG (11 followed by a 4). I'd much rather have NO required stat increases in the game.
Personally I like the idea of people getting stuck with a non-wanted stat increase. I've seen that many coaches find eventually a good use for those players.
But still, I see your point. You still could, as Chet suggests, use the Sigurd-style to dictate whether a player can change the increase for any skill or just for a normal skill.

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Post by Mestari »


But one thing puzzles me:

If a trait is "pretty useless," what makes you think a coach is going to waste a skill roll to get it? It doesn't matter what the odds of getting it are, really.


Maybe I'll try to clarify:
normal skill roll: choose skill from allowed categories
double: choose skill from any category or a trait from an allowed category

This forces the coach to choose between any skill and the allowed traits when a double is rolled.

Now. I feel that some of the traits are not good enough to be able to compete with the skills from normally non-allowed categories, so when rolling doubles, traits are not chosen as often. But most of the traits are useful when compared to other skills in their own category.

For a dwarf blitzer, for example, stand firm is a decent skill. But, on doubles, I could also take dodge, which is far more useful. As I need doubles to get either one, I'd take dodge, and therefore need another double to take stand firm. But if there'd be a situation when you can take a trait, but can't take any skill, such a trait would be chosen much more often.

Solution: if you could take a trait on a '7'.

To me this sounds reasonable. Anybody with me on this one?
Still puzzled about what I mean?

I think you'd just see more B/D players.
How come?

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Post by Ghost of Pariah »

When rolling 2 dice the number most likely to come up is 7. (That's why the weather table doesn't work) you would end up with alot of players with traits, maybe even more than players with skills.

What I want:
The weather table fixed. More often than not it goes like this...
Nice Perfect BB Weather
2nd half...Weather Change
New weather?...Nice Perfect BB Weather?
You wanna talk about making the game take less time then there's a good chunk of fat to cut. Useless dice rolls.

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Re: What's Missing for BB players?

Post by Piepgrass »

Babs wrote: What is it that you as BB players, commissioners, Tournament organisers or just raving loonies want?
Babs.
Some "talented" cheerleader to refresh me during the halftime of tournement games. :lol:

On a more serius note, i´d really like to be able to get some ekstra balls (no i meant Bloodbowl balls. Really i did ;) ) for my game.

Poul

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