Magic Helmets
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- Furelli
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Magic Helmets
Since the release of the Khemri team the subject of Magic Helmets has once again emerged. And so an idea occurs, Magic Helmets for all:
Any team may buy a Magic Helmet for one of their players at a cost of 80k. Once given to a player the magic helmet becomes part of him and will be lost when the player is lost. The tomb kings have so far discovered 5 different types of magic helmet.
A magic helmet cannot alter a stat that is equal too or greater than the following: MA 8, ST 4, AG 4, AV 8.
The magic helmets available are:
Blitz-Ra +1MA, +1ST, +Block, +Str skill access.
Block-Ra +1AV, +1ST, +Stand Firm, +Str skill access
Run-Ra +2MA, +1AG, +Sure Hands, +Agi skill access
Thro-Ra +1AG, +Sure Hands, +Pass, +Pass skill access
Catch-Ra +2MA, +1AG, +Catch, +Agi skill access
Furelli.
Any team may buy a Magic Helmet for one of their players at a cost of 80k. Once given to a player the magic helmet becomes part of him and will be lost when the player is lost. The tomb kings have so far discovered 5 different types of magic helmet.
A magic helmet cannot alter a stat that is equal too or greater than the following: MA 8, ST 4, AG 4, AV 8.
The magic helmets available are:
Blitz-Ra +1MA, +1ST, +Block, +Str skill access.
Block-Ra +1AV, +1ST, +Stand Firm, +Str skill access
Run-Ra +2MA, +1AG, +Sure Hands, +Agi skill access
Thro-Ra +1AG, +Sure Hands, +Pass, +Pass skill access
Catch-Ra +2MA, +1AG, +Catch, +Agi skill access
Furelli.
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- Da Tulip Champ I
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Code: Select all
Blitzing Gutter Runner:
9 3 4 7 Block, Dodge St, Gen, Ag, Phys 160k
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- Zy-Nox
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Blitzing Lion warrior 9 4 4 7 block catch st gen ag 170k would be nice
or
Blocking Wardancer 8 4 4 8 Block,dodge,leap,standfirm 200k
Hefty investments but these guys are gonna get skills on top of this
or
Blocking Wardancer 8 4 4 8 Block,dodge,leap,standfirm 200k

Hefty investments but these guys are gonna get skills on top of this
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- DoubleSkulls
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Interesting Concept
Okay, so does that mean if I say spend 160K I can add +2 Str to my Undead Mummy? I like the idea and in a league it might be possible. Might devalue skills somewhat though. One wickedly nasty Mummy!
BigD
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Re: Magic Helmets
I have to agree with the previous comments - these helmets are hideously overpowered.
80k = 8points of TR = 40SPP's = 3 skills, so in that respect there is no problem - TR goes up as it should. The problem is that with the helmets the player gets certain much-desired stat increases and in addition he isn't using any star players rolls to get them! Thus he doesn't risk aging and becomes even better in no time!
For example the catcher position gets +2movement, something that every MA9 player is wishing for... in addition to that, he can quickly get block and other skills that ensure he survives a bit longer as he hasn't wasted any star player rolls to get the skills that came from the helmet.
A toned down suggestion:
Helmet +1AV
Blitz +1MA, +Block
Block +Stand Firm, +Str skill access
Run +2MA, +Sure Hands
Throw +Pass, +Pass skill access
Catch +1MA, +Catch, +Agi skill access
And even these might be too good.
80k = 8points of TR = 40SPP's = 3 skills, so in that respect there is no problem - TR goes up as it should. The problem is that with the helmets the player gets certain much-desired stat increases and in addition he isn't using any star players rolls to get them! Thus he doesn't risk aging and becomes even better in no time!
For example the catcher position gets +2movement, something that every MA9 player is wishing for... in addition to that, he can quickly get block and other skills that ensure he survives a bit longer as he hasn't wasted any star player rolls to get the skills that came from the helmet.
A toned down suggestion:
Helmet +1AV
Blitz +1MA, +Block
Block +Stand Firm, +Str skill access
Run +2MA, +Sure Hands
Throw +Pass, +Pass skill access
Catch +1MA, +Catch, +Agi skill access
And even these might be too good.
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[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
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I would love to give a mummy a runners helmet- mv 5 st 5 ag 2 av 9, mighty blow, standfirm, and sure hands. Chaos dwarf coaches are using bc's as runner, think of it he gets break tackle and starts going for the ball. Even if he doesnt score, strip ball wont work on him so he can handoff to someone, while keeping the ball secure with a movement high enough to keep up with the rest of the team. Or how bout a mv 8 st 4 ag 2 av 9 saurus with sure hands, give him sprint and sure feet.
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Having thought about it, I present a simplified version that should address most of the concerns too:
In the beginning of the game, both teams roll 2d6: on 11 and 12 a merchant offers his team a magic item that is (roll d6):
1-3 Helmet = +1AV
4 Boots = +1MA
5 Gloves = +1AG
6 Bracers = +1ST
But the problem is... you have to pay 80k to the merchant to get it! If you can't afford it, the other team is allowed to buy it instead, if they have the money. So if you have 160k in the bank, you might get two magic thingies per game if you get lucky!
If you buy one, you can give it to any player. It then becomes his personal property, and if he's removed from the team, so are any items that he has.
In the beginning of the game, both teams roll 2d6: on 11 and 12 a merchant offers his team a magic item that is (roll d6):
1-3 Helmet = +1AV
4 Boots = +1MA
5 Gloves = +1AG
6 Bracers = +1ST
But the problem is... you have to pay 80k to the merchant to get it! If you can't afford it, the other team is allowed to buy it instead, if they have the money. So if you have 160k in the bank, you might get two magic thingies per game if you get lucky!
If you buy one, you can give it to any player. It then becomes his personal property, and if he's removed from the team, so are any items that he has.
Reason: ''
[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
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- Darkson
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If your going to use the original post's idea, restrict the list to certain positions. It'll have to be a prety exhustive list but it would stop things like the suggested Mummy runner.
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Interesting Concept
Gotta admit I like this idea alot. It's still a chance of course and in reality if you have the cash you have probably a 1 in 6 chance of getting a magic item of some sort. You should also limit it to a maximum of one item of each OR if you get the chance to add a second or third then an additional fee on top. So it goes something like this:
In the beginning of the game, both teams roll 2d6: on 11 and 12 a merchant offers his team a magic item that is (roll d6):
1-3 Helmet = +1AV
4 Boots = +1MA
5 Gloves = +1AG
6 Bracers = +1ST
1 Helmet = +1AV = 80K
2 Helmets = +2AV = 2 x 80K + 10K (Additional 10K for each) = 170K
3 Helmets = +3AV = 3 x 80K + 30K (Additional 10K for each) = 270K
4 Helmets = +4AV = 4 x 80K + 60K (Additional 10K for each) = 380K
So after the 1st its going to cost you and cost quite a bit. Otherwise at 80K per item my Mummy is going to end up with an AV of 12 or 13 at some stage and never go down. Especially if you add block, dodge or standfirm. He's going to be one tough mother.
Now start doing that with strength as well and you might end up with a mummy at 7 7 4 12, okay it'll take a few games but what do you do against that? DIE! Okay, this is extreme but if I've got a couple of Star Players then I don't mind spending 80K to make him tougher. AV12 would be beautiful. Of course everybody is going to try to take him out but thats the risk you take.
BigD
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AV is maxed out at 10 I believe.
For the record I'm 100% against this magic helmet idea. The game doesn't need superplayers.
For the record I'm 100% against this magic helmet idea. The game doesn't need superplayers.
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- Furelli
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- Furelli
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Re: Magic Helmets
Oh yeah and I did put this in the origonal post anyway so no +2st to a mummy.
Furelli wrote:
A magic helmet cannot alter a stat that is equal too or greater than the following: MA 8, ST 4, AG 4, AV 8.
Furelli.
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In my suggestion above:
One player can only have one item of each of the four types, so with magical thingies you could increase your every stat by one.
I'd also be inclined to drop the cost of helmets to 50k, while boots, bracers and gloves stay at 80k.
Now, statistical effect of my suggestion:
A merchant for you appears every 12th game (1/12 chance)
A merchant appears for either team approx once every 6 games (23/144)
A merchant appears for both teams once every 144 games (1/144)
This is = not very often.
Helmet = 1/24 games
Others = 1/72 games each (together 1/24 games)
So the really good items are really hard to get - and in addition you have to have that extra 80k lying around your treasury!!
These would be really rare items indeed.
So rare, in fact, that I'm inclined to suggest the following to be added:
The merchant offers the merchandise first in the pre-match phase. In the post-match phase the merchant is still there, but the merchandise now costs 20k extra (he's aware that the teams have received extra funds), even though they still add their original price to the player cost.
If this sounds too good, change the suggestion so that the merchant only appears on a roll of 11, or to cut the appearances even more, let him appear only on 12, but I think it would become too rare in that case. So IMO, keep it at 11-12 - the cost should still limit them enough.
One player can only have one item of each of the four types, so with magical thingies you could increase your every stat by one.
I'd also be inclined to drop the cost of helmets to 50k, while boots, bracers and gloves stay at 80k.
Now, statistical effect of my suggestion:
A merchant for you appears every 12th game (1/12 chance)
A merchant appears for either team approx once every 6 games (23/144)
A merchant appears for both teams once every 144 games (1/144)
This is = not very often.
Helmet = 1/24 games
Others = 1/72 games each (together 1/24 games)
So the really good items are really hard to get - and in addition you have to have that extra 80k lying around your treasury!!
These would be really rare items indeed.
So rare, in fact, that I'm inclined to suggest the following to be added:
The merchant offers the merchandise first in the pre-match phase. In the post-match phase the merchant is still there, but the merchandise now costs 20k extra (he's aware that the teams have received extra funds), even though they still add their original price to the player cost.
If this sounds too good, change the suggestion so that the merchant only appears on a roll of 11, or to cut the appearances even more, let him appear only on 12, but I think it would become too rare in that case. So IMO, keep it at 11-12 - the cost should still limit them enough.
Reason: ''
[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
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