MVP vs Experience Rolls
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Use MVP to make up the difference
You could allocate experience points as suggested, then if less than 5 SPPs have been allocated roll for the MVP and give that player the rest of the points.
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I'm moving ahead with this in my new league, which starts next month. I did make TWO modifications to Marcus's original suggestion.
1. Each player rolls a D6 against his EXPERIENCE at the end of the game rather than against his SPPs.
2. A roll of 1 always fails, a roll of 6 always succeeds.
The first point eliminated problems like the player who had 0 SPPs and scored a TD this game. Do I roll against 0? Or against 3? Did he fail to learn anything in general just because he scored a TD? What if he gained a Completion?
The second point added just enough randomness to keep it a relevant system all through a team's lifespan. At the early stages, teams will generate 10-13 SPPs per game, on average. At late stages, when most of the players are well developed, the same team will gain 2-3 SPPs per game. I think this is a good substitute for the old "bonus MVPs" from the Handicap table. On the plus side, it introduces more SPPs for weaker teams whether they play experienced teams or not. It's all about the PLAYER'S experience rather than the team's experience relative to its opponent.
(And yes, I'm ditching the MVP award.)
I think this rule has a LOT of potential.
Cheers!
-Chet
1. Each player rolls a D6 against his EXPERIENCE at the end of the game rather than against his SPPs.
2. A roll of 1 always fails, a roll of 6 always succeeds.
The first point eliminated problems like the player who had 0 SPPs and scored a TD this game. Do I roll against 0? Or against 3? Did he fail to learn anything in general just because he scored a TD? What if he gained a Completion?
The second point added just enough randomness to keep it a relevant system all through a team's lifespan. At the early stages, teams will generate 10-13 SPPs per game, on average. At late stages, when most of the players are well developed, the same team will gain 2-3 SPPs per game. I think this is a good substitute for the old "bonus MVPs" from the Handicap table. On the plus side, it introduces more SPPs for weaker teams whether they play experienced teams or not. It's all about the PLAYER'S experience rather than the team's experience relative to its opponent.
(And yes, I'm ditching the MVP award.)
I think this rule has a LOT of potential.
Cheers!
-Chet
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If you do this Chet, I'll have to kill you.Acerak wrote:I'm moving ahead with this in my new league, which starts next month. I did make TWO modifications to Marcus's original suggestion.
1. Each player rolls a D6 against his EXPERIENCE at the end of the game rather than against his SPPs.
2. A roll of 1 always fails, a roll of 6 always succeeds.
The first point eliminated problems like the player who had 0 SPPs and scored a TD this game. Do I roll against 0? Or against 3? Did he fail to learn anything in general just because he scored a TD? What if he gained a Completion?
The second point added just enough randomness to keep it a relevant system all through a team's lifespan. At the early stages, teams will generate 10-13 SPPs per game, on average. At late stages, when most of the players are well developed, the same team will gain 2-3 SPPs per game. I think this is a good substitute for the old "bonus MVPs" from the Handicap table. On the plus side, it introduces more SPPs for weaker teams whether they play experienced teams or not. It's all about the PLAYER'S experience rather than the team's experience relative to its opponent.
(And yes, I'm ditching the MVP award.)
I think this rule has a LOT of potential.
Cheers!
-Chet

I'll remind you that you're the one who nixed a proposed ageing system where you rolled for every player at the end of the match because it was "too much rolling".
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Are you saying we should keep track of the extra SPPs they got by the post game rolls? too much.Acerak wrote:
1. Each player rolls a D6 against his EXPERIENCE at the end of the game rather than against his SPPs.
Lets just say they roll against their Pre game SPPs. Simple.
With that, I actually really like the idea, despite the "buckets o' dice" implications.
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Sorry for any confusion. Here's how it works:
1. Replace the MVP column with an EXP column. This represents the player's EXPerience rating.
2. At the end of each match, roll a D6 for each player. If the D6 roll is higher than the player's EXP total, then the player gains 1 EXP for playing the match. A roll of 6 always succeeds, and a roll of 1 always fails.
3. Each EXP point is worth 1 SPP.
Assume you start a team with 12 players. At the end of the match, 10 of them (on average) will receive an EXP point for playing the game. This is a bit better than what you currently receive (the 5 SPPs from the MVP).
Assume you have a full 16-man roster with 5 or more EXP points per player. This would result in an average of 8 EXP points every 3 games, or less than 3 per game.
The system is slanted in favor of younger players; by definition, then it's slanted in favor of younger teams. I think that's a fair system, and it allows players to learn somewhat evenly without waiting for multiple MVPs to advance anywhere.
Hope this helps.
-Chet
1. Replace the MVP column with an EXP column. This represents the player's EXPerience rating.
2. At the end of each match, roll a D6 for each player. If the D6 roll is higher than the player's EXP total, then the player gains 1 EXP for playing the match. A roll of 6 always succeeds, and a roll of 1 always fails.
3. Each EXP point is worth 1 SPP.
Assume you start a team with 12 players. At the end of the match, 10 of them (on average) will receive an EXP point for playing the game. This is a bit better than what you currently receive (the 5 SPPs from the MVP).
Assume you have a full 16-man roster with 5 or more EXP points per player. This would result in an average of 8 EXP points every 3 games, or less than 3 per game.
The system is slanted in favor of younger players; by definition, then it's slanted in favor of younger teams. I think that's a fair system, and it allows players to learn somewhat evenly without waiting for multiple MVPs to advance anywhere.
Hope this helps.
-Chet
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The ninja's I'm sending said you wont feel a thing.Acerak wrote:"Too much rolling" is an irritation, but as my coaches seem pretty keen on this idea, I'm going to let it slide for this season. The proposed ageing system was simply too random and didn't actually target players, so I don't consider the events analagous

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