Kalimar
Joined: Sep 22, 2006
|
Posted:
Sep 07, 2011 - 15:35 |
|
I want to expand on the houserule options currently offered for leagues by implementing a new "Apothecary Houserule".
Personally I think the new (LRB 6.0) apo sucks big time. I realize that this is partly intended to increase the mortality in the game to balance the removed aging rules. I still think that it got nerfed a bit too strongly, especially compared to the Regeneration skill.
My suggestion for a small tweak would be to enforce that the new (choosable) apo injury result is different from the old one. So if you roll a kill you keep on rolling until you get something else than a kill. If you get a -AG you keep on rolling until you get something else than a -AG.
This way the apo is ensured to cure a kill every time (you get something else to choose from), but not guaranteeed to provide a better result in all cases (a -AV might provide a -AG as alternative to choose from or a -AG might be apoed to a kill, etc.).
What are you thinking?
What kind of apo houserules do exist in your Tabletop League? |
|
|
Ehlers
Joined: Jun 26, 2006
|
  Posted:
Sep 07, 2011 - 15:44 |
|
Just use the old LRB4 APO then instead of this or use a combination of some sort of both LRB4 and CRP
Blood Bowl is about players dieing also. Plus players will never die then. Gold will be more useless and meaningless than it is now. |
|
|
uuni
Joined: Mar 12, 2010
|
  Posted:
Sep 07, 2011 - 15:51 |
|
Personally, I feel that you developers are free to develop any and all house rules for leagues that you wish.
I think that this would be a strong buff for such small AV teams that are willing to withstand SI:s but not kills. Perhaps the Norse would benefit most from such a rule, or WElfs might be able to last longer even when not taking Dodge.
Sounds like a fine houserule! |
|
|
harvestmouse
Joined: May 13, 2007
|
  Posted:
Sep 07, 2011 - 15:55 |
|
I'd go with the old lrb 4 apo too. This would also help in the future to make the client more lrb 4 compatible, thus giving more choice. |
|
|
Kalimar
Joined: Sep 22, 2006
|
  Posted:
Sep 07, 2011 - 15:57 |
|
I dislike the lrb4 apo leaving the apoed player on the pitch, though ... |
|
|
EmperorZombie
Joined: May 17, 2010
|
  Posted:
Sep 07, 2011 - 16:07 |
|
Why not give different teams different Apo's?
Low AV teams might get a roll to lessen a kill or injury by one "stat"(-AV to -AG, as stated above)
AV9 teams might get the current APO
Regen teams get none, or Igor.
Personally i think the Apo should have the chance to fail, if skills in BB always have an element of drastic failure, why should the APO be a sure bet? |
|
|
Smeesh
Joined: Oct 29, 2005
|
  Posted:
Sep 07, 2011 - 16:09 |
|
I would prefer using the Appo after the match. Just reroll afterwards. |
|
|
Garion
Joined: Aug 19, 2009
|
  Posted:
Sep 07, 2011 - 16:10 |
|
I would go for having the choice of leaving the player on the pitch or not, but the rolls remain the same.
On a side note how are the fanatic and bombadier etc.. coming along? I want to start killing stuff with gobos hehe |
_________________
|
|
WhatBall
Joined: Aug 21, 2008
|
  Posted:
Sep 07, 2011 - 16:10 |
|
The LRB6 apoth is more like a mortician, it is ridiculous.
I would like to see a variant on LRB4. Same roll, 2+ for the apoth, but I generally hate the guy staying on the pitch as well, it makes no sense really for serious injuries. So if you apoth a KO, you do leave the player on the pitch prone (or stunned), but a BH goes to reserves, and any MNG or death goes to Badly Hurt and are back for the next game and fully recovered. |
_________________
|
|
Kalimar
Joined: Sep 22, 2006
|
  Posted:
Sep 07, 2011 - 16:15 |
|
The apo as per my original suggestion above may still "fail" by providing a result that is even less desirable than the original injury. e.g. the injury is a -AG, using the apo for a new injury results in a kill. So the coach will probably go with the original result - apo wasted. Or a killed player is apoed resulting in a -ST injury as an alternative. Preferable to a kill, but still not very satisfying ...
EDIT: I do like WhatBall's suggestion. Good one! |
|
|
ryanfitz
Joined: Mar 24, 2009
|
  Posted:
Sep 07, 2011 - 16:46 |
|
i rather like the fluff idea of the apoth going out, seeing a broken leg and offering to kill my player for me
if you really wanted to make the apoth more effective, just have any apoth rerolls subtract 1 from the 10's place dice reroll, so you can't get above a 58 and he will never offer to kill a player, although he may offer to break a players neck as means of anesthesia while he works on the broken ankle. |
|
|
pythrr
Joined: Mar 07, 2006
|
  Posted:
Sep 07, 2011 - 16:47 |
|
if we bring back the old apo, gotta bring back aging too, imho |
_________________
|
|
Garion
Joined: Aug 19, 2009
|
  Posted:
Sep 07, 2011 - 17:04 |
|
WhatBall wrote: | The LRB6 apoth is more like a mortician, it is ridiculous.
I would like to see a variant on LRB4. Same roll, 2+ for the apoth, but I generally hate the guy staying on the pitch as well, it makes no sense really for serious injuries. So if you apoth a KO, you do leave the player on the pitch prone (or stunned), but a BH goes to reserves, and any MNG or death goes to Badly Hurt and are back for the next game and fully recovered. |
It sounds good, but there is also the problem of the inducement apoths. If the apoths are that good then the price would need to double for them because 3 apothecarys would be pretty amazing. |
_________________
|
|
WhatBall
Joined: Aug 21, 2008
|
  Posted:
Sep 07, 2011 - 17:17 |
|
Garion wrote: | WhatBall wrote: | The LRB6 apoth is more like a mortician, it is ridiculous.
I would like to see a variant on LRB4. Same roll, 2+ for the apoth, but I generally hate the guy staying on the pitch as well, it makes no sense really for serious injuries. So if you apoth a KO, you do leave the player on the pitch prone (or stunned), but a BH goes to reserves, and any MNG or death goes to Badly Hurt and are back for the next game and fully recovered. |
It sounds good, but there is also the problem of the inducement apoths. If the apoths are that good then the price would need to double for them because 3 apothecarys would be pretty amazing. |
I think 150 would be a decent price. 200K might be pushing it, but I agree 100K is too cheap.
I don't like the old ageing system, but perhaps any player who is saved from death or a -STAT injury by the apoth has to make a 2+ (3+ ?) roll or receive an 'ageing' niggle related to the injury they were healed from. |
|
|
KenThis
Joined: Jun 28, 2007
|
  Posted:
Sep 07, 2011 - 18:16 |
|
i like the new apoth even if last time i needed one it killed my already killed player.
i think that new apoth makes apo use much more tactical.
and in some instances simpler.
i used to only use apoth for cripples or rips on important players.
now I am far more likely to use the apoth on a badly hurt or tactical ko instead.
mainly because you're guaranteed to get more bang for yoiur buck but also because keeping numbers on the pitch can greatly reduce your opponents chances to hurt any more and hopefully helps you win
obviously it doesn't always work out right. but then i'm starting to appreciate that players come and go but its the team that lives on
what i would like to see is if you still have apoth at end of the match you can roll normal apoth rules on any non rip injury.
if a player has been dead for any length of time he is dead and gone.
but a crippled player might still get some benefit from an unused apoth even if its only a lethal injection |
|
|
|