Rerolls and limits

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Anthony_TBBF
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Post by Anthony_TBBF »

Our Crush rules have a section that deals with reducing RRs (and FF). If you want to check them out you can see them at http://www.tbbf.org/articles/TheCrush.pdf

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Post by Mestari »

Deathwing wrote: I'd like a mechanic to strip TRRs from top end teams..FF and aging have kinda been addressed..but even now if you roll over a team long enough those TRRs have to add up...
But the coach can stop hoarding them when he feels that he has enough. Whereas FF and SPP's just keep coming. Therefore they had to be fixed.

But I agree that a method for giving away TRR's could be implemented.

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Post by Darkson »

Prehaps such a mechanic could be tied in to the retirement, death or recuirtment of a player to represent the loss of team cohesion and the change in training.

How about roll D6 after each of the above events. On a 1 TRR are reduced by 1 to a minimum of 1.

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Post by Darkson »

Thinking about it more, the player's star player level could be tied into this roll. I was thinking of the following:

Rookie/Experienced : 0
Veteran/Emerging : 1
Star Player/Super Star : 2
Mega Star/Legend :3

The value of the players rating is subtracted from the dice roll if the player retires/dies, and of course the rle of 1 and 6 is in effect.

If the player retires and becomes and assistant coach a +1 modifier could be added.



I did originally think of using modifiers of 1 per level (giving 0 to -7) but I thought this was a little to negitive.

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Post by Mestari »

I've thought opf this previously, but the thing that has caused me to abandon the idea is the fact that this targets teams that have started a descending phase in their TR development: the more players you lose, through either forced retirement or death, the more likely is that also your TRR's will drop, resulting in a lot deeper fall for the team. A fall that is a lot harder to recover from.
Imagine the case where you lose two TRR's in addition to your best player and one rookie, that would definitely be too excessive. And when replacing those players, you risk losing even more TRR's as you have to roll when recruiting new players!

Otherwise a good idea, but it penalises the wrong teams.

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Taking off Team Re-rolls

Post by Babs »

Deathwing,

There is a rule for reducing Team Re-rolls....

It's called 'Bad Habits', and it's a Random Event :)

Heading back to the cards,

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Post by narkotic »

OK, I will trying to revive an old topic instead of starting a same one anew:

Still, the question whether there is max. number of TRRs you are allowed to buy is not answered.

In our league there is a Dwarf coach who sticks to his 13 player squad and burns cash by spending all his money for TRRs. He can't burn cash with a wizad and he doesn't want to fire any of his players (as they all have at least 1 Skill). His intention is clear, being the second veteran team in the league, he wants to keep his TR down.

Now, he has 7 TRRs and as the league commish I have to decide:
is it a rules loophole (=in contrast to the idea that veteran teams have to feel the weight of TR/Handicaps) or
just a normal team-management strategy?

After 8 regular TRRs it seems to me like a way of reducing/stabilizing your TR in a manner not wanted by the game design.

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Post by Alesdair »

I don't see anything wrong with buying extra TRR to keep TR down...

if he really wanted he could hire and fire dwarves to keep it down, but that feels even less right then buying up to 16 RR's

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Post by Xtreme »

I think it depends on if your league allows you to erase team rerolls or treats them as permanent componets of your roster. If they are permanent I say let him buy all he wants, when he hits the cash flow wall and suffers a death or two he will be wishing he could get rid of all that dead weight in his TR. I don't thiink buying them at twice the cost is a huge drop in TR so I wouldn't get to worried about it, since there are other ways he could burn cash. Like buying a 14th player and retiring him after every game to replace him again.

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Post by DoubleSkulls »

narkotic wrote:After 8 regular TRRs it seems to me like a way of reducing/stabilizing your TR in a manner not wanted by the game design.
I don't think I'd let a player buy a 9th TRR, but I don't think there is any basis for that ruling (other than common sense).

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Post by Tim »

If you want to burn cash, you can always:

-freeboot a Player and don't field him.
-buy Cheerleaders/assistant coaches and drop them again

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Post by Darkson »

Wasn't it posted somewhere that you can have more than 8, for use in Blitz! turns and OT?

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Post by narkotic »

I don't know, didn't it meant that you can have more than 8 in total (Leader, Trophy, Kick-off result). I don't know if it was purchasing more than 8. My search did not result in any other discussion than this.

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Post by Bredin »

narkotic wrote:OK, I will trying to revive an old topic instead of starting a same one anew:

Still, the question whether there is max. number of TRRs you are allowed to buy is not answered.

In our league there is a Dwarf coach who sticks to his 13 player squad and burns cash by spending all his money for TRRs. He can't burn cash with a wizad and he doesn't want to fire any of his players (as they all have at least 1 Skill). His intention is clear, being the second veteran team in the league, he wants to keep his TR down.
Why bother with this 'strategy'?

If he just wants to burn cash he can just hire a player and then fire him immediatly, neatly burning 70-90k with each iteration.

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Post by ScottyBoneman »

Tim wrote:If you want to burn cash, you can always:

-freeboot a Player and don't field him.
-buy Cheerleaders/assistant coaches and drop them again
Or field him and make dangerous plays.

I'm with Tim, I do not get this at all. My boys have their 5th RR and I don't really want more, so that just means the 16th spot on the Roster belongs to Luther 1in3 games. (or so)

I wouldn't even bother stopping more then 8 TRR. Just fix the Handicap rules and if you want tack on 10 or 20 to our rating its fine with me. Less chance of you getting to overtime.

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