gixmo
Joined: Oct 22, 2006
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  Posted:
Mar 09, 2007 - 17:17 |
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heh the rules we used last big league here were more than 8 pages so i better explain them by irc instead
anyway, we play just fro blood |
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coalheart
Joined: Oct 27, 2005
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  Posted:
Mar 09, 2007 - 17:21 |
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Thorril
Joined: Jan 12, 2005
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  Posted:
Mar 09, 2007 - 17:30 |
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Quote: |
New kind of house rules: REF rules.
I'm thinking on developing a Ref event table, that means that before every game yo roll on the table and apply the result. Favoritism, rules lawyer, uncorruptable and such may be developed for such a table.
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Oh, I remember the good old days back many years ago when the refs were actually ON THE FIELD and you could block them. Afterwards you had to run like hell, because if he wasn't taken out he sent out the nearest player after standing back up |
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gixmo
Joined: Oct 22, 2006
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  Posted:
Mar 09, 2007 - 17:50 |
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just one rule we use about inj... we hate the d6 system (erik's table or something similar) so we used the traditional system... but u only modify ill bh, so to get an si or a rip u need to get them naturally... eg. with rsc... inj roll 7+2 ko; roll 9+2 bh. except stunty, always a +1
this way u get the cas but teams can last longer is hard to see a nasty game with many si... |
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coalheart
Joined: Oct 27, 2005
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  Posted:
Mar 09, 2007 - 19:03 |
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Brad
Joined: May 16, 2005
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  Posted:
Mar 09, 2007 - 19:33 |
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To prolong great players we allowed players from retired teams to be re-hired, with SPPs in tact. This wasn't cheap however, as they were charged @ 1000gp/SPP. Some fo the 6+ or 16+ linemen could give a quick boost to a new starting team, but hiring back 176+ Super Star Players on top of their original cost could cost 300k+gps - Still, it was a nice addition and added some fluff to the ongoning leagues. |
_________________ He who dies with the most toys.... Is still dead |
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coalheart
Joined: Oct 27, 2005
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  Posted:
Mar 09, 2007 - 19:39 |
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Walks_in_the_Sun
Joined: Apr 16, 2006
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  Posted:
Mar 09, 2007 - 19:46 |
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I developed rules for different pitches (though I understand it's been done elsewhere, and I never playtested them).
I had rules for uneven, sand, mud, ice, stone, and metal. Don't have all the specifics, but I know sand + mud were forgiving if you fell, the ball wouldn't bounce, and you were allowed special dirty tricks instead of fouling; stone + metal increased chance of injury, uneven fields had more bouncing, and the ice fields caused slipping & sliding (and gangfouling risked breaking the ice and having everyone fall in!) |
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coalheart
Joined: Oct 27, 2005
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  Posted:
Mar 09, 2007 - 23:27 |
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this seems interesting, may you develop at least a couple of them? I'm interested on it |
_________________ ___________________
Coalheart's Blood bowl lair! |
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Walks_in_the_Sun
Joined: Apr 16, 2006
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  Posted:
Mar 10, 2007 - 03:57 |
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I'll see if I can't find them, there's 2-4 rules for each field... |
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vanGorn
Joined: Feb 24, 2004
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  Posted:
Mar 10, 2007 - 12:12 |
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We had snotlings as custom race.
0-3 Trolls (with Ripper's stats) 140k - peaked
0-1 Fanatic (with Fungus' stats) 60k - peaked
0-2 Cave Squigs (D6 4 3 7 - Rsc, thick skull, frenzy) 50k - GS
0-30 Snotlings (5 1 3 5 - right stuff, dodge, midget, side step) 20k - A
reroll cost 60k |
_________________ Gimme a pint of fungus beer!
Then we will climb the ladder.
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coalheart
Joined: Oct 27, 2005
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  Posted:
Mar 10, 2007 - 12:32 |
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gixmo
Joined: Oct 22, 2006
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  Posted:
Mar 10, 2007 - 13:17 |
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we have our own rules for pitches, every race has its own upgrades for the stadium, apart from nre races i cant remember right now. normally we play 2 divisions (chaotic and good) and one race per coach |
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coalheart
Joined: Oct 27, 2005
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  Posted:
Mar 10, 2007 - 13:19 |
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coalheart
Joined: Oct 27, 2005
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  Posted:
Mar 12, 2007 - 18:06 |
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Advanced teams from scratch:
We used this rule a couple of times and it's good if you plan to play a short cup during an afternoon or so, not recommended if you plan to play with a long lasting team.
The fact is that you build up a team with normal rules and then add some spp freely, here's how it's done:
Free SPP
Every team gets an amount of spp (agree on the exact amount before) and you split them freely between any number of your players giving every player the amount you desire.
Random SPP
Every team gets the aforementioned amount of spp and these are randomly given to players, I recommend to split the total amount in groups or 3 or so before splitting them.
Semi random SPP
Give the half of the spp as per the first method and the other half randomly.
Oppinios? |
_________________ ___________________
Coalheart's Blood bowl lair! |
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