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Poll
What do you think?
Awsome, I'll love this once Mousey rules the world
46%
 46%  [ 26 ]
Hmmmm I like the idea in principle, but......
16%
 16%  [ 9 ]
harvest, will you stop pulling these ideas, out your mousey bum!
26%
 26%  [ 15 ]
Beer
10%
 10%  [ 6 ]
Total Votes : 56


harvestmouse



Joined: May 13, 2007

Post   Posted: Jan 17, 2012 - 13:47 Reply with quote Back to top

As the FUMBBL community loves talking about experimental rules, I'll put forward an idea I just had in a dream.

Generally I would like to soften BB a bit, so to compensate for this, I have thought of a new way of dealing with injuries.

I've always thought it a bit unrealistic that BHs and SIs only miss the rest and 1 match respectively.

So I have thought of a 2 part rule (new injury chart & reserves) to compensate for this.

Firstly Injuries.

Injuries would be longer lasting than they are now.

BHs
At the end of the game roll a D6.
1-2 The player is available next game as normal.
3-4 The player will miss the next game.
5-6 The player will miss the next 2 games.

(After playtesting)
1-3 The player is available next game as normal.
4-6 The player misses the next game.
If you had any rrs left at the end of the match, you may rr this dice once per player per reroll, however you must take the 2nd roll, not choose which roll to take.

SIs
At the end of the game roll a D6. The number you roll is the number of games your player misses. If you had any rrs left at the end of the match, you may rr this dice.

(After playtesting)
At the end of the game roll a D6.
1 1 game
2-4 2 games
5-6 3 games
If you had any rrs left at the end of the match, you may rr this dice once per player per reroll, however you must take the 2nd roll, not choose which roll to take.

SI/Perms
Consult the doctor
If your player has regeneration or you have an apothecary you may consult him, on your players injury.
1-3 'Sorry coach, it's nasty. Nothing I can do about that'.
4-6 'Well with the proper rest and recuperation, he should be ok'.

Sorry coach, it's nasty: Treat the SI as normal. The player is rushed through physio, missing one game, however has the permanent stat drop or niggle.

Well with the proper rest: Roll a d6 and plus 2. This is the amount of games the player will miss. When he returns, he is as fit as he was before. If you have a rr left after the game, you may use it to rr this dice.

Reserves:
With players missing more than 1 match, there is a need for a reserves/injury squad. These are for players 17-20. Players 17-20 are not considered part of your squad, and can be made up with 0-4 players of your choice.

*You may swap players in or out of your roster and reserve sqaud in the post match phase.
*Your roster doesn't have to have 16 players to make use of the reserve squad.
*The reserve squad doesn't follow roster limitations.

Example: Your roster has 4 black orcs, you can have 4 more black orcs on your reserve squad if you wish. However if a blitzer was to be injured and put into the reserve squad. One of the black orcs cannot be put into the roster, as there are 4 already. The black orc removed from the reserve squad would have to be discarded.

After playtesting
Reserves:
With players missing more than 1 match, there is a need for a reserves/injury squad. These are for players 17 and onwards. Players 17+ are not considered part of your squad, and can be made up with 0-4 healthy players of your choice and all injuries.

*You may swap players in or out of your roster and reserve squad in the post match phase.
*Your roster must have at least 14 players to make use of the reserve squad for reserves, however any size squad may make use of the reserve squad for missing next game players.
*The reserve squad doesn't follow roster limitations.

Example: Your roster has 4 black orcs and 4 blitzers, you can have 4 more uninjured black orcs or blitzers (or a combination) on your reserve squad if you wish.

However if a blitzer was to be injured and put into the reserve squad and healed after his missed games. One of the black orcs or the blitzer must be removed as you know have healthy players in your reserve squad.

Either they are put back into the roster (if there is room), or if there is no room one of your black orcs or blitzers is discarded from your reserve squad or roster.


Last edited by harvestmouse on %b %31, %2012 - %17:%Oct; edited 1 time in total
jarvis_pants



Joined: Oct 30, 2008

Post   Posted: Jan 17, 2012 - 13:52
FUMBBL Staff
Reply with quote Back to top

I love it... many teams will need a deeper bench than 20 though.

_________________
"May Nuffle have mercy on your rolls." - St.Basher
stej



Joined: Jan 05, 2009

Post   Posted: Jan 17, 2012 - 13:53 Reply with quote Back to top

Im all for this kind of thing and think I have suggested similar in blogs in the past.

In addition, I feel there should be injuries that dont take the player out of the game but temporarily reduce their abilities

So the player misses the rest of the drive but could come back on in a reduced capacity

e.g.
sprained ankle -1MA for the rest of the game
dislocated finger -1AG for the rest of the game

Other option could be to have temporary stat decreases for the next n games. With reserves and the like the player could be rested until fully fit or be rolled out at reduced capacity for the big games.

I do feel anything which adds a bit more choice and fluff to the meta game of team building / managing would be great as these days it feels more like a maths exercise than building a real team
Garion



Joined: Aug 19, 2009

Post   Posted: Jan 17, 2012 - 13:58 Reply with quote Back to top

I really like the first part. It make more sense fluff wise, makes better use of the apothecarys and would lead to deeper benchs (well thats what i though until I read the next section about the reserve squad).

I'm not sold on the second part about the reserves. But that is mainly because I'm not sure how it effects other rules.

I guess my questions are...

Does this do away with Journeymen?
Do the reserves count towards TV?
Can the reserves develop (gain skills etc...) and do those skills count towards TV.
If an injured Lineman misses a game can he be replaced by a reserve Blitzer or BLack Orc, or is it just like for like, because that could make rosters even more powerful when there are players missing. Edit sorry just realised this one is answered above Very Happy
Do the resrves come with the Loner skill like Journeymen do?
harvestmouse



Joined: May 13, 2007

Post   Posted: Jan 17, 2012 - 14:20 Reply with quote Back to top

Garion wrote:

1.Does this do away with Journeymen?
2.Do the reserves count towards TV?
3.Can the reserves develop (gain skills etc...) and do those skills count towards TV.
4.If an injured Lineman misses a game can he be replaced by a reserve Blitzer or BLack Orc, or is it just like for like, because that could make rosters even more powerful when there are players missing. Edit sorry just realised this one is answered above Very Happy
5.Do the resrves come with the Loner skill like Journeymen do?


1. No, Journeymen are still the same. However if you have a fit player in the reserves that is elligible to join the roster, he is placed before journeymen are worked out.
2. No, this is seperated from the roster. However for tourneys, tourney weight would have to be rethought.
3. The reserves develop as normal when they are part of the roster. They keep their skills and spp when placed in the reserves. Reserves do not gain spp whilst in the reserves, not even the mvp.
4. Just to stress, the roster must stay legal at all times. However there are no restrictions for the reserves. It would be wise though, to have a balanced reserve bench.
5. No, they are normal players that you buy.

Stej wrote:

In addition, I feel there should be injuries that dont take the player out of the game but temporarily reduce their abilities

So the player misses the rest of the drive but could come back on in a reduced capacity

e.g.
sprained ankle -1MA for the rest of the game
dislocated finger -1AG for the rest of the game

Other option could be to have temporary stat decreases for the next n games. With reserves and the like the player could be rested until fully fit or be rolled out at reduced capacity for the big games.


I like all this in principle, but don't you think it would be very tough and time consuming to manage?
harvestmouse



Joined: May 13, 2007

Post   Posted: Jan 17, 2012 - 14:22 Reply with quote Back to top

jarvis_pants wrote:
I love it... many teams will need a deeper bench than 20 though.


Generally I'd like to see killer combos removed, deeper benches and teams reaching a higher TV. So this is a way to compensate.
Garion



Joined: Aug 19, 2009

Post   Posted: Jan 17, 2012 - 14:25 Reply with quote Back to top

Cheers for clearing that up. Yeah I like it. The whole team building aspect of the game is definately an area that is lacking at the moment, especially for a game that is an RPG at heart.

Oh also, just to clarify - if one of your first team Black Orcs gets killed you are then able to move a player from your reserves to your first team right? Then buy another resrve. Similarly you I guess you can swap a Black Orc Reserve with a one in the first team if the Reserve skills up for some reason?


Last edited by Garion on %b %17, %2012 - %14:%Jan; edited 1 time in total
the_Sage



Joined: Jan 13, 2011

Post   Posted: Jan 17, 2012 - 14:30 Reply with quote Back to top

Reserves:
I love the idea of having a difference between selection (11 on the pitch), bench (up to 5 who can fill in) and this new reserve category. What I like about this idea is that there are significant benefits to building good extra players without necessarily loading on TV, as they don't affect an individual game's performance, but do affect the long-term viability of the team.

In addition, it would be interesting to swap reserves in and out for specific matches. You'd have to make final player selection for the next matchup invisible to the opponent until both have finalized their decisions.

Want to prevent an opponent's wizard? Put your superstar blitzer on the bench and put in a rookie. Know you'll be playing against wood elves? Be sure to put in both that tackle mb and that sure hands guy.
The opponent have lots of piling on? Bring out the fends and the DPs!
Playing against dwarves? Ditch the dodgers.

It's brilliant because it adds a whole layer of strategy to the pre-match phase, but it's also very tricky because it can really mess with game balance.

Injuries:
I like the longer injuries idea, but would prefer that they have a -Stat for a number of games, rather than (or in addition to) missing them. For instance, roll on any all stat penalties: 1-3: the player loses the stat for this many games (no MNG). 4: MNG; and add 4 games stat penalty. 5-6 MNG and permanent stat penalty. I suspect we'll see wounded players on the pitch more often, because non-permanent means less carreer end. A new rule for niggle might be 'add 1 to the duration of any MNG and long-term injury).

I'd love to see the apo reroll an injury with a modifier (something like -5), where you must keep the new result. For instance, you roll 5-8 (-ST), choose to reroll. The new result will generally be more favorable (chance of rolling BH bigger than current rules) but there is a small chance (rolling 6-6, 6-7, or 6-Cool that the apo actually kills him instead.


Last edited by the_Sage on %b %17, %2012 - %14:%Jan; edited 1 time in total
harvestmouse



Joined: May 13, 2007

Post   Posted: Jan 17, 2012 - 14:41 Reply with quote Back to top

Garion wrote:

1.Oh also, just to clarify - if one of your first team Black Orcs gets killed you are then able to move a player from your reserves to your first team right? Then buy another resrve.
2.Similarly you I guess you can swap a Black Orc Reserve with a one in the first team if the Reserve skills up for some reason?


1. Yes you would, in the post match sequence. So effectively you could buy up to 8 black orcs. However this wouldn't be very good management, if a star blitzer or troll got injured.
2. Whilst in the reserves, it is impossible to gain spp. They are totally static apart from the injured players, counting down the games until they are better again.

The_Sage All team management would be done in the post match sequence i.e. 'P' status teams. So in principle yes that is all possible, unless you are playing a division where you have to ready your teams pre match up.
Garion



Joined: Aug 19, 2009

Post   Posted: Jan 17, 2012 - 14:42 Reply with quote Back to top

balance shmalance, those reasons you listed why it is good are more important that balance imo. Smile

the only tricky situation I could forsee is you can imagine horrible situations where people endlessly rotate player in and out of their resrves in a pre match sequence to prevent their opponents from getting a wizard from the inducements. But that could be solved just by saying the higher TV team must make their team ready first. though even then it would be open to exploitation i guess. You can still see the lower TV team dropping a couple of one skilled players to get the inducement they want. But I don't know if that type of gamble is a good or bad thing. Confused
harvestmouse



Joined: May 13, 2007

Post   Posted: Jan 17, 2012 - 14:43 Reply with quote Back to top

Another side benefit however a possible problem is your TV wouldn't be static. You could swap players around to alter your TV.
the_Sage



Joined: Jan 13, 2011

Post   Posted: Jan 17, 2012 - 14:50 Reply with quote Back to top

Garion wrote:
balance shmalance, those reasons you listed why it is good are more important that balance imo. Smile

the only tricky situation I could forsee is you can imagine horrible situations where people endlessly rotate player in and out of their resrves in a pre match sequence to prevent their opponents from getting a wizard from the inducements. But that could be solved just by saying the higher TV team must make their team ready first. though even then it would be open to exploitation i guess. You can still see the lower TV team dropping a couple of one skilled players to get the inducement they want. But I don't know if that type of gamble is a good or bad thing. Confused


What I'd propose is that you make the post-match sequence involve skill selection (as it is now) and make the players define their selection for the next match in the pre-match sequence. So both coaches enter the client with their whole roster, and get to choose which players they put in reserve. Only when both coaches have chosen this do they get to see what the other coach chose, and move on to petty cash/inducements.

This way neither can fully predict what he will have to face, avoiding a back-and forth.

harvestmouse wrote:
Another side benefit however a possible problem is your TV wouldn't be static. You could swap players around to alter your TV.


Exactly: Like in the wizard example I mentioned.
Smeesh



Joined: Oct 29, 2005

Post   Posted: Jan 17, 2012 - 14:59 Reply with quote Back to top

I like it. But i am not shure the swap in/out is so great. Maybe just increase from 16 to 20.
In general it will mean that outnumbering by hard hitting will be much harder because of massive reserves.
That may mess up some teams strategies and balance. (BB is not all about elfballing).
And KO´s beeing more variable with rolls for temporary injuries would be coulerful. Players that come back might have some minor bruises giving a disadvantage for the current match.

Greetings

Smeesh
Ffoley



Joined: Aug 23, 2011

Post   Posted: Jan 17, 2012 - 15:23 Reply with quote Back to top

All sounds very cool. Another possibility I like the sound of is stat reductions for an uncertain number of matches e.g. a -ST until you roll, say a 5+, in a post game sequence. The target roll could differ depending on seriousness of injury.
zakatan



Joined: May 17, 2008

Post   Posted: Jan 17, 2012 - 16:39 Reply with quote Back to top

the_Sage wrote:
Make the players define their selection for the next match in the pre-match sequence. So both coaches enter the client with their whole roster, and get to choose which players they put in reserve. Only when both coaches have chosen this do they get to see what the other coach chose, and move on to petty cash/inducements.

This way neither can fully predict what he will have to face, avoiding a back-and forth.


I was going to type this when i read the OP. Having a pre-game sequence where you decide how many players you can bring and which ones could allow you to develop specialists, and to decide the number of reserves you bring. So you can decide if the blodge, side step blitzer or the mighty blow, tackle blitzer is more suitable for the game, or bring 11 or 14 players depending on the bashiness of the oponent (provided that you have enough reserve slots and the final roster is still legal).

It'd be like deciding taking Khedira or Özil for the midfield depending on the requirements of the game Very Happy
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