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RULE CHANGES FOR BLOOD BOWL FOR BLOODSKULL Teams: All teams will start with nothing except $1mill. Which is the perfect amount of money to buy of 16 linemen of Stats: MV 6 ST 3 AG 3 AV 5 Cost: $62,500 At initial start up teams will have $1mill. You can buy any amount of "Linemen" you want, You can then buy any stat increases or skill for each "Linemen" that you can afford. +ST MV AG AV costs $X gold and giving "Linemen" negative traits (like really stupid, Decay, -ST MV AG AV) gives you free gold to spend on that specific lineman (So you can turn a lineman into a big guy) You can use any model/skin you wish to represent each lineman(with exceptions need 5ST+ to use a big guy or 7+MV to use certain skins,etc) All teams have access to purchase any Apothecaries, Bribes they want. Skill: Initial players can be given any skills the coach wants, Then any skills you get from leveling up are decided by the Race/Species like normal. (You can't give mutation style skills to humans skinned players etc, But you can give "Horns/Prehensile tails" to players who actually have horns and a tail even if they cant get mutation style skills) And each skill it on it's own there is no longer "General/STR/AG/Mutation" skills there are just skills and each player/race specifically has access to there own set of skills. Setting up: I want to say, A Coach can field only 11 players on the field all willy-nilly on their own half of the field. But I think there has to be some limitations where you can place players (to stop and specific strategy dominating) Kick off: Weather Table and Kick off table are decided by the field your playing in, And in tournaments etc each player gets to choose there own "Home field" and what weather is like there and what kick off event is likely to happen (Seriously I've mentioned this in the thread already that I'm ok with weather been RNG because it makes the game diverse without making the gameplay RNG, Look for the post for more info) Picking up the Ball: Picking up the ball never fails inside own half, When a player is in opponents half you need 3+AG to pickup the ball(or Sure hands), Unless in a tackle zone or in a disturbing presence. If in a tackle zone a special block happens but the player picking up the ball uses his AG and the tackler uses his ST (and both players use and specific skills that help them) Picking up ball has equal AG as Tackling players ST, Ball player(guy picking up ball) can choose, "Pick up the ball but can't move" or "Start a normal block using ST and then pickup ball" If the Ball player has higher AG then the Tackling players ST, The ball player can choose "Pickup ball and continue normally" or "Pickup Ball and pass ignoring current tackle zone modifiers" If the tackler has more ST then the AG of ball player, Tackler can choose "let the player pickup then ball then Start a normal block action" or "Start a block action before the player picks up the ball" But "Nerves of steel" skill will bypass this special block completely. Except a ball cannot be picked up by an apposing player if disturbing presence is there. Blocking: There are so many ways to make blocking work this is just one of many. If both players have equal ST the AC can choose (without rolling) Push Back or Defender stumbles AND the DC can choose "Defend against Push back" or "Defend against Defender stumbles" If AC choose Push back and DC choose to "defend against Push back" nothing happens, If AC choose Defender stumbles and Defending coach chose "Defend against Defender stumbles" it becomes a both down. If AC has higher ST they can choose any option (But defender down can only be chosen if you have 3 or more ST) If AC has lower ST the DC can choose Attacker Pushed, Both down. And all skills come into play, Block effects Both Downs, Sidestep Grab effects Attacker/Defender Pushed. etc etc. Knock Down and Attrition: On any negative block (Pushed back Defender stumbles,Defender down, Both down) if the attacking player has double or more ST (including +1 from assistance) then the defenders AV the AC can choose to injure the player and have them sent off for this drive Serious lasting Injuries will only happen on a Knocked down and when a player has more 2 or more ST then the other players AV. In serious injuries AC can choose which body part to injure Head/Body/Arms/Feet But In Different parts of the body on players can have different AV's (You know the armor you can buy before games) -Helmet increases AV for Head only. -Chest piece increase body AV only -Pads (Arm/Leg pads) increase AV only for appendages (arms legs) -Boots and gloves, increase AV for Hands and feet only. Then if you injure a player its RNG which injury they get (I KNOW THE HORROR RNG!!! but there football players not surgeons you can choose to hurt someones leg but you can't choose how the a body will heal/sustain injuries) Head: Miss next game 60%,Niggling Injury 20% ,Really Stupid 20% , Dead 10% Body: Miss next game 60%, Niggling Injury 15%, -AV 25%, Dead 10% Hands/Feet: Miss next game 60%, Niggling Injury 15%, -MA or AG 25%(AC coach choice), 10% Lose a AG related skill (Sure feet,Sprint,Pass Ball,Catch etc) AC choice Arms/Legs: Miss next game 60%, Niggling Injury 15%, -ST 25%, 10% lose a ST related injury (Block,Stand firm,Break tackle,etc) AC choice Throwing the ball: A player can throw the ball perfectly depending on there AG 1 AG = 1blocks, So someone with 5 AG can throw a ball 5 blocks without fail. You can throw further then that but that adds risk. If a player with 5 AG throws a ball over 5 blocks the ball will RANDOMLY!! deviate from the intended square 1 block per block. (Throw a ball 1 block past your guaranteed zone it will randomly go 1 block, 2 blocks past your guaranteed zone it will randomly go 2 blocks etc) But it will never go behind the player more then 3 blocks (Ball will not randomly go more then 3 blocks closer to your endzone) Catching: If they have 3 or more AG they cannot fail a catch (or Catch skill), Unless in a tackle zone or disturbing presence, Been inside opponuents half of the field gives all players -1AG (only for the purposes of catching) If in a tackle zone it starts a special block action. Catching the ball has equal AG as Tackling players ST, The catcher can choose, "Catch the ball but can't move" or "Start a normal block using ST and then catch the ball" If the catcher has higher AG then the Tackling players ST, The catcher can choose "Catch the ball and continue normally" or "Catch the ball and pass ignoring current tackle zone modifiers" If the tackler has more ST then the AG of Catcher, Tackler can choose "Let the player Catch the ball then Start a normal block action" or "Start a block action before the player picks up the ball" But nerves of steel skill will completely bypass this special block action Except Disturbing presence makes ball unable to be caught. Interception: Starts a special block action If a Passing player has same AG as intercepting player the intercepting player can choose "The ball is intercepted but fumbled (meaning the ball is dropped near the interceptors feet)" or "The pass is treated as not safe(randomly spreads 1 block per block but in same general direction) after the point of interception" If the Passing player has more AG then the interceptor, The passing player Throws normally with -1AG If the passing player has less AG then the interceptor the interceptor chooses "Intercept the pass and hold the ball" or "Intercept the pass and throw the ball" Safe throw gives the throwing player +1AG for purposes of interception. Throw-ins: Depends on whos side it went out of bounds on, The apposing player gets to throw the ball in. It's like a 3AG throw (3 blocks perfectly then goes random each block past that by 1 block but keeping in same general direction) and both teams can make interception attempts assuming the thrower is 3 AG(Whoever is closest gets to go first) Dodging: Does a special ST vs AG block If moving player has same AG as tackling players ST then the Tackling coach can choose "Can only move half the distance left(You have 6 movement left this turn you can only move 3)" or "Start a normal block action" If the moving player has more AG then tackling players ST then the moving player continues as normal with -1MA If the Moving player less AG then the tackling players ST then the tackling player can choose "Start a normal block" or "Stop moving player moving" If a player has dodge they get a +1 AG for this special bloclk. If a moving player has Break tackle they use ST instead of AG for this special block. GFI: There is no more "GFI" you can move the spaces you can move and if you have things like sprint sure feet you can move more As for skills: I'm sure you can work out ways certain skills COULD work in certain situations I could list every skill and how they all work in every situation but that would take AGES and I'm sure if you use common sense you can think of a way it could work.
The way I feel when i start a team it's like not my team like a human team is only allowed 1 Orge why? who says I can only have 1 Orge? What if i want a human team with 3 Orges why cant I do that? The "Orge" team has 6 Orges so it can't be against the rules, Am i just coaching someone else's team who wants a certain team?
It feels like I'm not making "My team" I'm customizing/training someone else's "Human Team"
Maybe I want a human team with some "Skinks" for ball runners (That I've stolen, took hostage, bought, any reason you want to why a skink will play for human team) or a Nurge Warrior at my front line or I want team full of "Big guys" or Treeman+Halfling ball catcher with Elf runners and catchers any combo of any characters.
I want to make my team my team.
May think "This defeats purpose of having races and the spirit of the game" but you can create systems to incentivize "Human teams" with humans only like if you only have "Human races" you get a bonus (1 extra Re-roll or faster leveling up because they work well together as an example)
Also systems that punish multi race teams like "Animosity" skill or "Extreme Animosity" for when you get something like humans and orcs on same team. (So coaches are strongly advised against teams like that but if they wish to do so because they have a plan they can)
Have a system where 1 Big guy=2 normal guys on the field so it's not just "16 Big guys vs 16 Normal guys" or Halflings=0.75 normal guys (maybe slightly bigger guys 1.25) I dunno the exsact numbers but a system that allows players to use any race any amount of "Big guys" or any type of guys. Only limited by the "Points each player takes up" and have a limit of points where big guys use more points weak guys use less points, You can make it more elaborate or flesh it out more but this concept would be really nice to allow players to make the team they want to make.
Allow more customization of the team
Let (almost) any player have weapons(such as chainsaws and anyone who would fit on pogo stick) Like If i want a "Bloodthirster" with a chainsaw in my scrummage let me have it. (Losing a big guy because of secret weapon seems to balance itself out, Stronger the guy with chainsaw the more you lose) because if you gain the ability to use any race you don't need to play goblins to have a "weapon playstyle" (though you can still make systems that make it so goblins get more advantages when doing so, So players have incentive to use goblins if they want to use weapons)
And let any Player with horns/claws humanoid player (that could hold a knife) Get stab. (Dark elfs can have get some advantage to using stab to keep the uniqueness ) But I would assume there would be a increase in weapons there would need more balancing and countermeasures as well (Like a skill that makes you defend against weapons/stab or the inducement "I've got my eye on you" can test for weapons and potions making weapons risky)
Let players train out players negative skills, If you could level up a "Orge" and remove it's "Bone head" trait or Remove players "Animosity" (Which would be more prevalent with multiracial teams) or Remove a vampires blood lust. Because honestly I feel that is pretty far, Would you rather 1 STR point, Might blow or No bone head. (There all things you can spend 1 point on) it makes him weaker because you wasted a skill point but his now reliable. (Pro kinda covers this but it's super awkward and unnecessarily RNG) and it's not technically impossible (lore wise) to Teach/bride/convince a player to be smarter or less aggressive/wild and teach them compassion or they need to work over the animosity to win.
Speaking of negative skills i think a high roll on the injury table (66 fractured skull as example) should make a player gain the "Really stupid" skill would make it injury a little more dynamic. (It's no worse then losing 1 stat point) and if you roll a lose stat point injury(61-65) I think the coach should be able to decide which stat point since the coach would be telling the players which body part to aim for and gives coach's more control over the game (which is better then RNG for RNG's sake)
TL;DR More Customization.