Fouling, more punishment

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Furelli
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Fouling, more punishment

Post by Furelli »

While this idea would involve more book-keeping I think that it would make fouling more tactical.

The idea is as follows:

Sent off on a 6+. +1 to roll for each warning the player has.

Dirty player becomes: +2AV, -1 Ref Roll.

Gain a warning each time a player is sent off in a game.

3+ roll to lose a warning after each game that a player is not sent off. -1 to the roll for each warning the player has.

1 and 6 rules apply.

Well? Furelli.

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Post by wesleytj »

What a pain in the butt to keep track of!

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Post by Longshot »

I am a commish, and the rule is simple:
During a League(or Playoff) match, a sent-off player miss the next game (like a red card).
Punishement is important and simple to follow.

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Post by manusate »

What about this?

- Foulers are sent off on doubles on the armor AND injury rolls. (odds like being sent off on 5+ roll under current rules)

- If the ref is keeping his eye on fouler´s team, the fouler will be automatically sent off if the foul was so balatant that caused an injury or a kill. (in other words, is the fouler scores a CASualty)

This ruling makes fouling more risky, saves one dice roll per foul, and grants numeric balance in case of foul abuse.

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Post by Mestari »

[quote="manusate"]
- If the ref is keeping his eye on fouler´s team, the fouler will be automatically sent off if the foul was so balatant that caused an injury or a kill. (in other words, is the fouler scores a CASualty)
quote]

This is not good. If the ref is keeping an eye on a team, the odds for getting caught should increase independent of the result of the foul!

Why? The suggestion above is a trade-off: if you fail the odds are the same as usual, but if you succeed, you lose your player too, but only for this game. So this makes fouling more appealing: my odds of getting caught increase only in the case that I manage to hurt him bad.

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Post by manusate »

Why? The suggestion above is a trade-off: if you fail the odds are the same as usual, but if you succeed, you lose your player too, but only for this game. So this makes fouling more appealing: my odds of getting caught increase only in the case that I manage to hurt him bad.
Not exactly about odds, it´s about game blalance. It´s not possible to achieve numeric advantage by fouling under this rules. I really don´t see how such rules would make fouling more appealing.

I must also add that we use this rule with a different Dirty Player skill that doesn´t add any bonuses to the armor/inj rolls. Just makes it harder for him to be sent off. Still playtesting it.

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Speaking of which

Post by Styrofoam King »

What about a simple New Skill?

Sneaky Player (Gen): Once per turn, your player may reroll the Ref result if they're sent off the pitch for fouling.

of course, this would best apply if players were sent off, regardless of success.

This leads to THREE fun skills for Foulers:

Dirty Player: +2 to injury
Chop Block: Ignore Block (a foul)
Sneaky Player: Reroll being sent off.

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Post by Zombie »

Yeah right. As if fouling needed more punishment!

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Post by Kraff »

I can't complain about the new IGMEOY rules after years of the old rules...

Fouling used to be totally neutered and now it feels more balanced to me. Already you do not get Casualties from fouling and get ejected 50% of the time if you have the Ref on you. Compare that to how often you actually make an armor roll with a non-DP. It still looks like the fouler is at a disadvantage to me.
Under the old IGMEOY I lost more players to ejections than I injured Wood Elves. I don't think there needs to be more punishment for an action which you can do once per turn. Do a lot of coaches actually waste multiple skill rolls on Dirty Player for several players?

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Post by Zombie »

We use the sliding scale around here. It's about the same level of severity and the same level of complexity as IGMEOY, but it makes more sense because it's more gradual.

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Post by khorneskulls »

what is IGMEOY?

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Post by Colin »

I GOT MY EYE ON YOU!

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Post by Rozman »

Are people abusing Fouling under the current rules? (Normal 6+ ejection, IGMEOY 4+ ejection)

It seems that it's already a risky proposition.

If you Foul once per turn and your opponent does not Foul back:

You lose 7.5 players over the course of the game. Assuming you beat armor every time, even if every player who Fouled has DP, you only remove 6.3. If nobody has DP you remove 2.7.

If he kicks you back, it's even.

Argue the Call and an Apothecary still favor the non-Fouler when compared (83% chance to save one vs. 16% chance to save each until you roll a 1.)

If you only do it to target your opponent's top players, you still have at best a 16% chance of being ejected vs. a 16% chance of causing a Cas.

If you've got DP this becomes 16% vs. 42%, and more power to you for blowing an advance on something that puts your player at risk of removal every time you use it.

That being said, I think that Get the Ref! is much too much in favor of the team that wins the roll; I had 4 Cas in 1 half of Get the Ref! with a DP against a HE team...

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Post by Ghost of Pariah »

No I don't think ppl are abusing fouling.
How can you? It's dreadfully hard to injure somebody that way and even if you do you gain very little.
The number of fouls may have increased but I seriously doubt the number of casulties as a result of fouls has increased.
You're better off getting mighty blow and block.

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Post by Styrofoam King »

Well, what if Get The Ref was modified? rather than Never calling a foul, what if the intimidated ref never has IGMEOY against the lucky team? Does that make it too unbalanced still?

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