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Mr_Foulscumm



Joined: Mar 05, 2005

Post   Posted: Mar 26, 2017 - 10:03 Reply with quote Back to top

Let's design a rule that will help low attrition teams? Done!

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Traul



Joined: Jun 09, 2013

Post   Posted: Mar 26, 2017 - 15:34 Reply with quote Back to top

DrDeath wrote:
Yes,so basically heavy bash sides like dwarfs will often get a free 50k over weak sides who can't afford anything after replacing lost players. Plus even if the weaker teams do get some big inducement money for playing a high TV side they can't even hire a wizard so there aren't any reliable balancing inducements to crack bash cages. Whoever at GW designed those rules is obviously a boring dwarf coach, and needs his brain testing Sad

Then why did he come up with the least violent ruleset since forever?
ArrestedDevelopment



Joined: Sep 14, 2015

Post   Posted: Mar 26, 2017 - 18:38 Reply with quote Back to top

mrt1212 wrote:
AD, go on about how EM will 'murder' teams


Only took 48hrs...

https://fumbbl.com/p/blog?c=Miceycraft&id=20202

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Sp00keh



Joined: Dec 06, 2011

Post   Posted: Mar 26, 2017 - 19:07 Reply with quote Back to top

chaos dwarves murdered that team
it doesn't prove anything about EM really, without knowing what was their treasury before the game / before EM
ArrestedDevelopment



Joined: Sep 14, 2015

Post   Posted: Mar 26, 2017 - 20:05 Reply with quote Back to top

That team was running with usually half a million in the bank before EM.

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tussock



Joined: May 29, 2011

Post   Posted: Mar 27, 2017 - 09:45 Reply with quote Back to top

They'll be back, and really should get a box draw pretty easy being that old.

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MrHaystacks



Joined: Jun 04, 2011

Post   Posted: Mar 30, 2017 - 10:46 Reply with quote Back to top

Sorry guys, but what actually is the rule. Just had a necro team that last all but 50k. from 330k. (was banking on replacing and RIP's.) what is the roll and when does it trigger?
Cyrus-Havoc



Joined: Sep 15, 2006

Post   Posted: Mar 30, 2017 - 11:29 Reply with quote Back to top

It triggers when you ready your team. It's a dice roll with modifiers depending on how much gold you have.

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Balle2000



Joined: Sep 25, 2008

Post   Posted: Mar 30, 2017 - 12:15 Reply with quote Back to top

MrHaystacks wrote:
but what actually is the rule.

I recommend downloading the rules in GW's Blood Bowl app. Its called The Dugout (iphone/android).
zakatan



Joined: May 17, 2008

Post   Posted: Mar 30, 2017 - 12:51 Reply with quote Back to top

Can't quote the rules because they are copyrighted, but can indeed explain them. Christer the man himself gave the way it is implemented on the site:

Christer wrote:
Corrent, we can't quote significant sections from the rule book(s). It's fine to explain the rule using your own words though.

EM will be rolled when a team has 100k+ treasury when clicking "ready to play".

Effectively, it's a list of 10 outcomes:
1 Catastrophe (lose all but 2d6x10k)
2 Catastrophe
3 Catastrophe
4 Major Incident (lose half, rounding up to nearest 10k)
5 Minor Incident (lose d3x10k gold)
6 Minor Incident
7 Crisis Averted (no loss)
8 Crisis Averted
9 Crisis Averted
10 Crisis Averted

You then roll a D6, and add a modifier based on your treasury:
100-199k +4
200-299k +3
300-299k +2
300-499k +1
500- +0

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JackassRampant



Joined: Feb 26, 2011

Post   Posted: Mar 30, 2017 - 22:26 Reply with quote Back to top

Try not to ready with 300k in the Treasury. With 200k you could lose half your money, but with 300k, you could lose most of it, and you're only 2/3 likely to keep most of it.

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MattDakka



Joined: Oct 09, 2007

Post   Posted: Mar 30, 2017 - 23:41 Reply with quote Back to top

By the way, this table is wrong:
100-199k +4
200-299k +3
300-299k +2
300-499k +1
500- +0


The correct table is:
100-199k +4
200-299k +3
300-399k +2
400-499k +1
500- +0


Last edited by MattDakka on %b %30, %2017 - %23:%Mar; edited 1 time in total
Craftnburn



Joined: Jul 29, 2005

Post   Posted: Mar 30, 2017 - 23:41 Reply with quote Back to top

Christer wrote:
EM will be rolled when a team has 100k+ treasury when clicking "ready to play".

Effectively, it's a list of 10 outcomes:
1 Catastrophe (lose all but 2d6x10k)
2 Catastrophe
3 Catastrophe
4 Major Incident (lose half, rounding up to nearest 10k)
5 Minor Incident (lose d3x10k gold)
6 Minor Incident
7 Crisis Averted (no loss)
8 Crisis Averted
9 Crisis Averted
10 Crisis Averted

You then roll a D6, and add a modifier based on your treasury:
100-199k +4
200-299k +3
300-299k +2
[4]00-499k +1
500- +0
Just to be clear, are outcomes 1-3 exactly the same? as well as 5-6 and 7-10?

Assuming so, this is the single most comprehensible explanation I've seen so far! Kudos to The Man!
MattDakka



Joined: Oct 09, 2007

Post   Posted: Mar 30, 2017 - 23:48 Reply with quote Back to top

Craftnburn wrote:

Just to be clear, are outcomes 1-3 exactly the same? as well as 5-6 and 7-10?

Yes they are the same.
Christer



Joined: Aug 02, 2003

Post   Posted: Mar 31, 2017 - 00:37
FUMBBL Staff
Reply with quote Back to top

Mind you, I've changed the underlying logic somewhat. Here's the new formula (although it's the exact same probabilities and effects for default bb2016 divisions):

A table is defined as such:

1 = Crisis Averted (No effect)
2 = Crisis Averted
3 = Crisis Averted
4 = Crisis Averted
5 = Crisis Averted
6 = Minor Incident (lose d3x10k)
7 = Minor Incident
8 = Major Incident (lose half, rounding up to nearest 10k)
9 = Catastrophe (lose all but 2d6x10k)
10 = Catastrophe
11 = Catastrophe
12 = Catastrophe
13 = Catastrophe
14 = Catastrophe

Start at 8.
Roll a d6 and subtract the result
Adjust as follows, based on treasury:

100-199k: +0
200-299k: +1
300-399k: +2
400-499k: +3
500k+: +4

Your final result is the effect. Treat values lower than 1 as 1 and higher than 14 as 14.

The reason for this logic change is to make it more logical to configure the table to suit their own leagues.
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