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Poll
Is this ruleset better than the last one?
Yes
52%
 52%  [ 37 ]
No
30%
 30%  [ 22 ]
Dammit, I'm hungry!
16%
 16%  [ 12 ]
Total Votes : 71


MattDakka



Joined: Oct 09, 2007

Post   Posted: May 19, 2026 - 17:56 Reply with quote Back to top

Sure, but you well know that sometimes you can't avoid that a Mummy is Knocked Down.
I remember more than 1 game where a Mummy got -2d blocked and Knocked Out or even injured.
Even if you keep the Mummy protected (a thing I use to do, especially because I tend to move them as a pair on offence), -2d blocks with Block are possible or even 1d blocks.
I used the Mummy as example, but it could have been another key player, such as a Tomb Guardian or Rotspawn.
Garion



Joined: Aug 19, 2009

Post   Posted: May 19, 2026 - 17:59 Reply with quote Back to top

MattDakka wrote:
Sure, but you well know that sometimes you can't avoid that a Mummy is Knocked Down.
I remember more than 1 game where a Mummy got -2d blocked and Knocked Out or even injured.
Even if you keep the Mummy protected (a thing I use to do, especially because I tend to move them as a pair on offence), -2d blocks with Block are possible or even 1d blocks.
I used the Mummy as example, but it could have been another key player, such as a Tomb Guardian or Rotspawn.


yeah that's fine. Apo is one single use a game, and it's only useful on a 3+... regen is every player. I'm absolutely fine evening it up a bit

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JackassRampant



Joined: Feb 26, 2011

Post   Posted: May 19, 2026 - 23:47 Reply with quote Back to top

Could be a table.
1-2: roll on Cas table.
3-4: Badly Hurt.
5-6: Reserves.

1/3 better as a player protector, but 1/3 worse in the game. Works great in progression, has a value in resurrection.

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JackassRampant



Joined: Feb 26, 2011

Post   Posted: May 19, 2026 - 23:53 Reply with quote Back to top

As far as skill pricing goes, I've been thinking about this. Tiered pricing wouldn't actually be hard to implement. Skills nobody takes (Arm Bar, Fumblerooski) are 5k. Skills that you wish you could keep on a random but know you can't (Grab, Taunt) are 10k. Skills you might want sometimes (Pro, Side Step) are 15k, Wrestle and Mighty Blow are 20k, and Block, Dodge, and Guard are 25k. Secondary costs +10k, more gaps in access (Halflings can't take secondary S except Hefties, say). Or heck, you could easily put costs to categories on the roster, so Dwarfs pay +10k for Strength skills, but Elves pay +15k. This would be kind of a natural evolution of where they seem to be going, in my mind, and would fit a lot better.

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Chingis



Joined: Jul 09, 2007

Post   Posted: May 21, 2026 - 08:05 Reply with quote Back to top

One particular element of the new ruleset that I don't think has got much attention is the new Brawling Brutes rule. I think this rule is perhaps ill-conceived.

Let's think back to the old system, as this is an issue that I had pondered back then. It's a simplistic divide, but let's say we have "bashy teams" and "agile teams". And we want a vaguely balanced game between different teams.

Well, in that case the expected SPP that comes rolling in from touchdowns is going to be equivalent across different teams types (since if it's not, that balance hasn't been achieved, since the number of touchdowns determines game wins!). And bashy teams being better at bashing means they'll expect to get more SPP from casualties. So bashy teams will just get much more SPP that agile teams? Well, there is passing and intercept SPP too. Agile teams should pick those up easier. But in that old ruleset, the stupidity of the passing rules meant even dedicated passing teams didn't want to pass (so chances for intercepts are even more slim because your opponent's almost certainly not passing!).

Now, in reality, did those SPPs from passing counter the SPPs from casualties? I don't think you can say so. The amount of extra casualties that a bashy team could make in a match did not generally seem to be counterweighed by agile teams throwing twice as many passes as that.

So in principle, it seemed there ought to be a mismatch in SPP income between bashy and agile teams, baked into the rules. (I'd be intrigued to know any actual data on this!)

And Brawling Brutes will only act to dial this up, if the bashy team has a higher expected casualty count per match than their expected touchdown count per match.

Don't get me wrong, I like speedier levelling in a general sense! But I worry if agile teams are a bit left behind in this respect and whether what was maybe already a small gap has opened up and been compounded there?
Garion



Joined: Aug 19, 2009

Post   Posted: May 21, 2026 - 08:57 Reply with quote Back to top

Agreed. Brawlin brutes shouldn't exist. But if they insist on its existence then it should be optional for all teams at creation.

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Carnis



Joined: Feb 03, 2009

Post   Posted: May 21, 2026 - 09:17 Reply with quote Back to top

Chingis wrote:

So in principle, it seemed there ought to be a mismatch in SPP income between bashy and agile teams, baked into the rules. (I'd be intrigued to know any actual data on this!)

15.5spp /game on my Black orks.

Much much less on My nurgle.

Biggest difference some luck of The av dice, another change is no loner on troll game1+.. last is a lot of extra brawler dice after block.

Not a representative example.

However I dont think its that biased. Its easier to TD with eg chaos chosen blocker, mv5, ag3+.
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