plasmoid wrote:Sneaky Git is guard was indeed not taken by anyone. Ever.
"4+ to get back from send-off whenever KO rolls are made" really isn't complicated unless you want it to be.
And yes, a secret weapon could go to the KO box, and get sent off too. B&Cs do it often enough.
Cheers
Martin
B&C do it enough? That's not the same, they get injured, which is why they are in the KO box, they are not sent there nonsensically.
Anyway, to clarify when I say convoluted, its how the skill is written out in your version that's the problem. So if sneaky git is sent to ko box then Babes will work when helping get the player back right? Which has serious balance implications, death roller with sneaky git and 2 babes sounds hellish to name but 1.
Unless you add an amendment on to the skill description, saying sent off players don't get to use babes. Which is just messy/clunky. Because then you need to remember which players have been Ko'd and which have been sent off. This is especially clunky with ball and chain who as you say gets ko'd albeit when injured. So if you have a sneaky git ball and chain they are ko'd twice? or once? I would assume they would need to wake up from the ko, then roll to leave the ko box a second time, but it's just not clean enough for me, and doesn't encapsulate what sneaky git should be imo.
Then we have the issues with the fluff. Sneaky git is about avoiding detection, getting away with cheating. Getting sent off to come back on doesn't really make sense. Before anyway says it - I know this happens in the current rule set with argue the call, but its something they got badly wrong in 2016 ed. When arguing a call you should remain on the pitch if you are successful, this is how it always worked. The new rules here are frankly daft, they don't make any sense.
Sneaky Git rule should help you avoid getting caught, like it currently does, but it needs a buff. The skill is about being a master of getting away with it.
This player has the quickness and finesse to stick the boot to a downed
opponent without drawing a referee's attention......
Why create an unnecessarily long rule like the one above, when we could have had the almost universally loved SW rolls for starters, and now argue the call is back a really simple rule could have been -
During a Foul action, a player with this skill is not sent off by the referee for rolling doubles on the Armor roll if this didn't break the opponents armour. A player with this skill also gets +1 to argue the ref calls, and Secret Weapon rolls.
Simples...
p.s. Mind you, your version is still better than what we are now stuck with for another edition.