Oh, I agree with you. It is extremely unlikely that I'd be able to build an uber-team under the negative-winnings rules. Even if I did, my oppos would get a ton of handicap rolls. But it could happen, if, for example, my oppos simply couldn't roll 4-6 on the sigurd die. The TR capping effect of the TBB package is better than that of the Aging system (I had a DE team where the first two 5-skill players had a single -1AV aging roll between the two of them) because it is an ongoing effect (no 'poth, for example), rather than a once in a while off-pitch effect.Nazgit wrote:I can guarantee that with the TBB system, if a team gets to TR 500, half of that rating will be it's negative treasury! Which means no apothecaries, ever again. Which means that if a player dies, the team will never be able to afford to replace him. The team will end up with 5 or 6 players and a TR of ~250. Every coach will have retired the team long before this, or taken steps to avoid getting in this position. Guaranteed...Finally, it seems that the three (as I read it) possibilites we are looking at, LRB, BBRC, TBB, will all accomplish the final goal of TR capping and keeping runaway star teams under control, but the TBB system will do it more subtly and without guaranteed results. I could bring a 500 point team to my league championship, provided I got lucky and my players didn't get killed getting there.
My point was just that there are extreme situations where the TBB system could fail. Degenerate cases, if you will. A hard TR cap guarantees no degenerate cases. But then again, those degenerate cases really only exists in the minds of us degenerates, which brings me around to: that's why I think the TBB package is a great idea, worth bringing online, at least as experimental rules, potentially as core rules.