22 coaches online • Server time: 08:36
Forum Chat
Log in
Recent Forum Topics goto Post Gnomes are trashgoto Post ramchop takes on the...goto Post Chaos Draft League R...
SearchSearch 
Post new topic   Reply to topic
View previous topic Log in to check your private messages View next topic
m0nty



Joined: Aug 02, 2003

Post   Posted: Jan 23, 2004 - 16:52 Reply with quote Back to top

I've been thinking about the recent rules review, and the changes made to skills. I think there is room for some negatory skills, so in this vein I'd like to propose a some new skills (this is not aimed at FUMBBL, or for SkiJunkie, but at the BBRC). I know some of these are old ideas, but I hope there is some new thinking in here somewhere.

Grapple (General Skill)

The player may use this skill in place of a block against an opposition player. Roll block dice as normal, just as if the player were making a block. If the result includes the grappling player being knocked over, a turnover is not caused, but the player attempting the grapple loses his tackle zone until his next turn. For any other result, both players stay standing, and have become "grappled". Neither player can move or catch the ball while grappled - if the ball lands on a square containing a grappled player, it scatters one square. Also, a grappled player with Guard can not use this skill. To break a grapple on his or her own, a player must roll a block against their grappling adversary with no help from assisting players for either side. Other players may block a grappled opponent as normal, excepting that a pushback has no effect. This skill may be used in conjunction with Multiple Block to grapple two opponents.

Ragdoll (Strength Skill)

When a player with this skill knocks over an opponent with a block, the coach may choose to move the opponent to any adjacent square, not just the three squares shown on the Push Back diagram. When blocking a player with the Side Step skill, the skills negate each other and the Push Back diagram is used as normal.

Clean Player (General Skill)
A player with this skill has worked long and hard to learn every rule in the book. This player is allowed to move three squares when the opposing coach announces that one of his players is going to commit a foul. This move is made out of sequence, before the fouling player moves. However, the move may only be made if it allows the player to move to within three squares of the sideline. The opposing coach is not allowed to change his mind about fouling after the player with this skill has made his move. The special move is free, and in no way affects the player’s ability to move in the following turn. Apart from this, however, the move is made using all of the normal rules, and the player does have to dodge in order to leave opposing players’ tackle zones. The player may move to intercept the movement of the fouling player, but this is not necessary.
If the Clean Player does make it to within three spaces of the sideline while still standing, and the opposing coach follows through with the foul, the player shouts loudly at the officials standing nearby to bring to attention the foul happening on the field, so the fouling coach must add a +2 modifier to his IGMEOY roll. This modifier stacks with the +2 modifier if a foul has already been committed in the half. In addition, if the fouling coach succeeds in Arguing the Call, the Clean Player forces a reroll by adding his own argument.

Toughness (Strength Trait)
Add +1 to the player’s Armour value. In addition, opposing coaches may not use the Mighty Blow skill when knocking over this player.
Mully



Joined: Aug 02, 2003

Post   Posted: Jan 23, 2004 - 17:19 Reply with quote Back to top

hmmmm those sound pretty boring - try these instead

<b>Black Knight (General)</b>
The injured player refuses medical treatment from the apothecary during a game claiming "it's only a flesh wound." The player remains on the pitch for any injury other than death. Any permanent SI results are applied after the game.

<b>Grumbledork (General)</b>
The player is so obnoxious that he infuriates all enemy players in his tackle zone. Any player in his tackle zone must roll a 2+ or attack the Grumbledork in rage. Due to the nature of the rage, no offensive assists are allowed.

<b>Michael Jackson (General)</b>
Any stunty players are mysteriously attracted to a player with this skill and must roll a 4+ to throw a block at them. Additionally, a player with the Michael Jackson skill may foul a stunty player as if they had the dirty player skill (it is assumed the foul was from behind).

_________________
Owner of the REAL Larson
Come join the CCC League
BunnyPuncher



Joined: Aug 02, 2003

Post   Posted: Jan 23, 2004 - 17:24 Reply with quote Back to top

Heh...

on a *slightly* more serious note

Regurgitate (Physical): Trolls, Skaven, Chaos....

Once per half this player can regurgitate his stomache acid (which is very corrosive) upon an opposing player. The attack is the equivalent of a chainsaw attack.

For trolls this is supported in WHFB fluff

_________________
Image
AlcingRagaholic



Joined: Aug 02, 2003

Post   Posted: Jan 23, 2004 - 17:42 Reply with quote Back to top

Or how about a skill called:

Anti-Christ: This player has to fail the roll in order to succeed at his task.

Z
Beater



Joined: Aug 02, 2003

Post   Posted: Jan 23, 2004 - 17:45 Reply with quote Back to top

Liked the latter three in your post m0nty, the Grapple thingy would be a bit complicated to keep track of.
m0nty



Joined: Aug 02, 2003

Post   Posted: Jan 23, 2004 - 18:01 Reply with quote Back to top

I think grappling wouldn't be that hard. All you would need to keep track of is whether a player is grappled, and who they are grappled with. Tabletop players could stick a rubber band or a piece of string around the two (or three) players, and/or face the two players towards each other at the edge of their squares. Since grappling uses normal blocking rules, it would merely be two extra variables for SkiJunkie: not difficult. On the Java client, maybe there would be a blue or yellow line between the two players.
Jared



Joined: Aug 16, 2003

Post   Posted: Jan 23, 2004 - 18:29 Reply with quote Back to top

toughness is a little too strong if it was just a strait +1ar that wouol be fine

_________________
http://fumbbl.com/FUMBBL.php?page=group&op=view&group=2440

XXXtreme ball with added XX
MixX



Joined: Aug 02, 2003

Post   Posted: Feb 22, 2004 - 11:54 Reply with quote Back to top

AloneAndBurned wrote:
Or how about a skill called:

Anti-Christ: This player has to fail the roll in order to succeed at his task.

Z


lol, yeah and since you don't have to use a skill if you don't want to, you can never "not succeed" an action: roll succeeds = all is good, roll fails: use anti-christ = all is good Smile

(I know it was a joke, ok!)
freak_in_a_frock



Joined: Aug 02, 2003

Post   Posted: Feb 22, 2004 - 12:26 Reply with quote Back to top

What about the skill 'Leg Dive' an agility skill only usable by stuntys. When selected the player may attempt to dive through the legs of an opposing player, coming out directly opposite from the square he was at -0-, the stunty with this skill must roll a successful dodge roll to complete this, or he will land on his starting square and causea turnover. this skill may be used any number of times per turn of the player, each use costing2 squares of movement.
Mordachai



Joined: Aug 02, 2003

Post   Posted: Feb 22, 2004 - 13:35 Reply with quote Back to top

So basically "Leg Dive" would be a better leap? (except it could only be used in a straight line).

_________________
"I love this show!!!" - Gir
freak_in_a_frock



Joined: Aug 02, 2003

Post   Posted: Feb 22, 2004 - 14:22 Reply with quote Back to top

Mordachai wrote:
So basically "Leg Dive" would be a better leap? (except it could only be used in a straight line).


Yes it seems strange that the LRB says that the stunty skill allows a +1 modifier to dodge, because they can duck through players legs, then doesn't allow you to do just that
Lord_Holle



Joined: Sep 02, 2003

Post   Posted: Feb 22, 2004 - 14:27 Reply with quote Back to top

Like the idea behind leg dive, but it should only be usable against big guys (no crawling between the legs of a stunty)

And the Michael Jackson idea...hehe
MixX



Joined: Aug 02, 2003

Post   Posted: Feb 22, 2004 - 15:58 Reply with quote Back to top

hmm, well stunties can as good as crawl through legs already, IMO..
peikko



Joined: Aug 02, 2003

Post   Posted: Feb 22, 2004 - 17:42 Reply with quote Back to top

Actually different from many changes some of these ones actually sound nice.

m0nty wrote:


Grapple (General Skill)

...If the result includes the grappling player being knocked over, a turnover is not caused, but the player attempting the grapple loses his tackle zone until his next turn.
...Also, a grappled player with Guard can not use this skill. ...To break a grapple on his or her own, a player must roll a block against their grappling adversary with no help from assisting players for either side.
...Other players may block a grappled opponent as normal, excepting that a pushback has no effect.

General skill means every human, norse and amazon lino would soon have this skill.
If grapled player falls it MUST be turnover, its basic rules that if active player falls, its TO.
Limitation of skill usage with players with guard is bit odd and adds too many rules to skill.
No assistants while grapled is somewhat super in this skill and should be removed.
"Add stand firm" is again confusing and boosting skill, would remove this too.

Quote:


Ragdoll (Strength Skill)

When a player with this skill knocks over an opponent with a block, the coach may choose to move the opponent to any adjacent square, not just the three squares shown on the Push Back diagram. When blocking a player with the Side Step skill, the skills negate each other and the Push Back diagram is used as normal.

Again seems just little strong as skill, would make it trait and change so that opponent with side step may choose the square.

Quote:

Clean Player (General Skill)
...the fouling coach must add a +2 modifier to his IGMEOY roll. This modifier stacks with the +2 modifier if a foul has already been committed in the half. In addition, if the fouling coach succeeds in Arguing the Call, the Clean Player forces a reroll by adding his own argument.

+1 should should be enough for everyone (tm)
Argue is argue, no skill should affect in 2 dice rolls.

Quote:

Toughness (Strength Trait)
Add +1 to the player’s Armour value. In addition, opposing coaches may not use the Mighty Blow skill when knocking over this player.

Spikes is nice mutation but WTF is this negate mighty blow?
MixX



Joined: Aug 02, 2003

Post   Posted: Feb 22, 2004 - 17:49 Reply with quote Back to top

Quote:
Clean Player (General Skill)
...the fouling coach must add a +2 modifier to his IGMEOY roll. This modifier stacks with the +2 modifier if a foul has already been committed in the half. In addition, if the fouling coach succeeds in Arguing the Call, the Clean Player forces a reroll by adding his own argument.
I don't like the rerolling of a succesful Argue the Call, instead I would like him to, if opponent succesfully argues the call, roll a dice himself. If it's a 6, the oppoent is kicked out after all (maybe getting yet another Argue the Call roll, and so on until someone doesn't roll a 6, shouldn't take that long really!).. I just don't like skills that easily cancel something hard to achieve.
Display posts from previous:     
 Jump to:   
All times are GMT + 1 Hour
Post new topic   Reply to topic
View previous topic Log in to check your private messages View next topic