Fumbling and interception
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- Colonel Fatlad
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Fumbling and interception
My gaming group and I have been trying to work out a sensible way around the problems we see with the rules for fumbling and interceptions. I realise that alot of people see them as providing game balance, but we find the following to be true:
i) rolling interceptions before finding out if the ball is fumbled just doesn't feel right.
ii) linking fumble chances to distance of throw also doesn't seem right.
iii) Ag5 players not being able to throw a missed pass is just wrong.
So, we've come up with a house rule. We now roll for fumble first. We started using a roll of (1+no. of tackle zones) as a fumble, but found that this tended to suck in rerolls as it's an extra dice roll. In the end we decided on simply the (no. of tackle zones). This means that throwers will only fumble when they are under pressure, which we like, and cut's down the extra dice rolls significantly. Obviously, it is now impossible to fumble on the pass dice roll itself. We are also considering adding 1 to the fumble roll for long bombs, if we find that it is now too easy to just throw the ball up-field when under-pressure.
This also allows two possible new skills to be used:
a) SAFE HANDS The player may reroll a failed fumble roll.
b) SACK If an opposing player is trying to pass out of this players tackle zone they must subtract 2 (or 1?) from the fumble roll.
Does anyone have any comments?
i) rolling interceptions before finding out if the ball is fumbled just doesn't feel right.
ii) linking fumble chances to distance of throw also doesn't seem right.
iii) Ag5 players not being able to throw a missed pass is just wrong.
So, we've come up with a house rule. We now roll for fumble first. We started using a roll of (1+no. of tackle zones) as a fumble, but found that this tended to suck in rerolls as it's an extra dice roll. In the end we decided on simply the (no. of tackle zones). This means that throwers will only fumble when they are under pressure, which we like, and cut's down the extra dice rolls significantly. Obviously, it is now impossible to fumble on the pass dice roll itself. We are also considering adding 1 to the fumble roll for long bombs, if we find that it is now too easy to just throw the ball up-field when under-pressure.
This also allows two possible new skills to be used:
a) SAFE HANDS The player may reroll a failed fumble roll.
b) SACK If an opposing player is trying to pass out of this players tackle zone they must subtract 2 (or 1?) from the fumble roll.
Does anyone have any comments?
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"The rhino stole his sword?"
- DoubleSkulls
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Re: Fumbling and interception
It doesn't feel right. A lot of leagues (mine included) roll for intercepts after the pass is thrown - so long as its not a fumble.Colonel Fatlad wrote:i) rolling interceptions before finding out if the ball is fumbled just doesn't feel right.
It doesn't, but its a valuable game mechanic. By not including range modifiers in the chance of a fumble you downgrade the passing skills accurate & strong arm. A dedicated thrower ought to be more reliable than someone who is naturally agile.Colonel Fatlad wrote:ii) linking fumble chances to distance of throw also doesn't seem right.
There aren't too many AG 5 players out there.Colonel Fatlad wrote:iii) Ag5 players not being able to throw a missed pass is just wrong.
Reason: ''
Ian 'Double Skulls' Williams
- Grumbledook
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- Shadow_Dragon
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I think Pass roll, intercept roll then catch roll!
I have an Ag5 Gutter Runner he's damn sure getting pass block soon, wish i could give him long legs too.........!
But i didn't understand this bit!
"iii) Ag5 players not being able to throw a missed pass is just wrong. "
I have an Ag5 Gutter Runner he's damn sure getting pass block soon, wish i could give him long legs too.........!
But i didn't understand this bit!
"iii) Ag5 players not being able to throw a missed pass is just wrong. "
Reason: ''
Shadow \/^^^\/ Dragon
- Grumbledook
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- Shadow_Dragon
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