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Do you agree with the concept of this forum post?
Yes
26%
 26%  [ 10 ]
No
15%
 15%  [ 6 ]
I AGREE, but I'm voting NO because RDaneel is a Troll—I'm going to pie him in the face!
13%
 13%  [ 5 ]
I DISAGREE, but I AGRE even though RDaneel is a compulsive chatter, he is fun
7%
 7%  [ 3 ]
Oh Mamma mia NO! Another waste of Internet! PLEASE!!! STOP!
21%
 21%  [ 8 ]
Oh YES!!! Long Life to waste of Internet : Let's rock and popcorn!
15%
 15%  [ 6 ]
Total Votes : 38


RDaneel



Joined: Feb 24, 2023

Post   Posted: Apr 25, 2026 - 08:49 Reply with quote Back to top

Forum post with the idea to gather all your requests, hopes, and suggestions and whatever you would like to address to Games Workshop concerning their Blood Bowl Third Season Edition Designer's Commentary/ FAQ usually they publish within end of May.

There have been plenty of discussions here and in Discord about skills and BB 3rd Season rules, rulebook interpretation, how is written, what coaches consider good/bad and what people want absolutely to be corrected.

This post aims to be a central point to collect and summarize all of this now that nearly a month after the new rules were introduced on FUMBBL.

Feel free also to amend/complete the document published by Christer here which i consider an integral part of this forum
https://fumbbl.com/p/blog&c=Christer&id=25912


p.s)
For those of you who find me annoying and think I'm a whiny, stalkerish troll, I've created a special poll option: feel free to add more

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To judge a man, one must at least know the secret of his thoughts, his misfortunes, his emotions, Balzac
RDaneel



Joined: Feb 24, 2023

Post   Posted: Apr 25, 2026 - 11:07 Reply with quote Back to top

i start from some i consider most important
Collected from the discussion of course this is a small subset feel free to add more

- Throw Team-Mate: page 76 " : Add sentence " if Trow team mate action is done in the same turn cannot be done PASS action and if PASS action has been performed in the same turn, Throw team mate action cannot be performed"

- Kick : page 130: replace from "then..." with "you may choose to halve the result of the D6 to determine the number of squares that the ball deviates roundiung any fractions down. If all players are on LoS kick can still be used by one of the player"

- Dirty Player: page 121. move to "General skill".

- Steady Footing page 136
the more debated skill :i am thinking to three mutually esxclusive possibilities to make this skill less awful

a) add this sentence at the end "the skill cannot be used in player's activation turn ". or

b) skill can be used in player's activation but turnover IS caused in case of Knock Down or Fall over result even if player remain standing"... or

c)replace word "roll a D6 . On 6..." with "roll D8. On 8..."

fell free to add more i don't think we can get rid of the skill in general would be my preference btw but i understand is too big nerf for High Elf and Bretonnians for instance.

_________________
To judge a man, one must at least know the secret of his thoughts, his misfortunes, his emotions, Balzac
MattDakka



Joined: Oct 09, 2007

Post   Posted: Apr 25, 2026 - 11:26 Reply with quote Back to top

- I would change the wording of Throw Team-Mate: "Either one Pass Action or one Throw-Team Mate action allowed per turn". It's more concise and clear. Anyway, we agree about the concept.

- Kick: can be used even if a player is in the Wide Zone, but not on the LOS. The scatter should be visible BEFORE deciding to use Kick.

- Dirty Player: I'm not against Dirty Player back to G skills, on principle, but on the other hand it now belongs to Devious skills. Moving Dirty Player to G skill would nerf teams fouling often, for example, Goblins. So I would keep Dirty Player in the Devious skills.

- Steady Footing: if it used a D8 would be nigh on pointless. My suggested nerf is allowing the use of a rr to force the opponent to roll again Steady Footing.
When a Steady Footing player fails a Dodge or Rush and Steady Footing keeps them Standing, their Action immediately ends, without Turnover.

Now, my 2 cents:

- bring back 1 rr per turn;
- rushes 2+, 3+, 4+;
- antistalling: D6 replaced by a D8 to check the stalling;
- Hit and Run: gives the 1-square free move only if the opponent is not followed up.
- Secure the Ball: +1 to pick up roll instead of flat 2+.


Last edited by MattDakka on Apr 26, 2026; edited 9 times in total
spelledaren



Joined: Mar 06, 2004

Post   Posted: Apr 25, 2026 - 11:30 Reply with quote Back to top

I don't think that you are a troll, but it was the only option with Pie, and Pie is mandatory.

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JackassRampant



Joined: Feb 26, 2011

Post   Posted: Apr 25, 2026 - 16:22 Reply with quote Back to top

I would change the 1+ rule to un-bork PA1+, or cap PA at 2+. The former sounds more fun, but just something workable, please. As to AG1+, IDC, but I want to know if it was deliberate, and if not, I would like to see it undone. Multi-RR was much less disruptive, so letting it sit long enough to grow on people was ok (especially because it did), but this, either you meant to detonate something, or explosions are bad.

I also think skills are overpriced by about 5k/10k. 40k for an elite secondary is conscionable, 50k is not. Most skills are not worth 20k.

Voted yes. This is a good topic.

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Lude enixe, obliviscatur timor.
MattDakka



Joined: Oct 09, 2007

Post   Posted: Apr 25, 2026 - 18:39 Reply with quote Back to top

What about the TV of stat boosts?
+AV: 10
+PA, +MA: 20
+AG: 30
+ST: 60

I think +MA should cost 30 and +AG 40. +MA priced 20 is a bargain.
+PA seems overpriced, I guess 15 TV should be right.
JackassRampant



Joined: Feb 26, 2011

Post   Posted: Apr 25, 2026 - 19:01 Reply with quote Back to top

If you brought skills down, stats would be a lot less problematic.

_________________
Lude enixe, obliviscatur timor.
MattDakka



Joined: Oct 09, 2007

Post   Posted: Apr 25, 2026 - 19:14 Reply with quote Back to top

I find more potentially gamebreaking stats than skills, especially when natural oneturners are involved.
Not saying that skill prices are right, but some stat boosts' ones are wrong too.
Block priced 30 TV, Wrestle 20 and +MA 20, for example. It makes no sense that Wrestle costs as much as +MA.
It could be: Wrestle 15, Block 20, +MA 30. This sounds better to me.
Drrek



Joined: Jul 23, 2012

Post   Posted: Apr 25, 2026 - 19:23 Reply with quote Back to top

To address the ideas brought up in this thread

Kick should be unnerfed, yes.

Steady footing doesn't need a nerf, I would rather not have it in the game, but it isn't OP and doesn't need a nerf. If I were to change one thing about it though, I would have it roll before you followed up.

As long as we have devious, dirty player should be there. I think the devious skills are total rubbish as it stands, but as long as that's a skill tree, it's where dirty player belongs.

Throw teammate and pass being allowed on the same turn is fine in my book.

AG is too cheap in the current ruleset, I agree. I'd put it at 40k.

For things I think should be changed

AG1+ is an obvious mistake, change it.

Hire before fire is stupid, change it.

Secure the ball needs clarified if it is always a 2+ or if something like rain modifies it.

Prayers need a TV increase. Personally I think 20k is fine. Strong still, but fine.

Underdogs should not be able to spend 50k extra.

Team captain should probably be able to be selected if a player is fired. Currently it only lets you RAW if the captain dies.

There are a few other things that absolutely need clarified by GW, but are more minor.
MattDakka



Joined: Oct 09, 2007

Post   Posted: Apr 25, 2026 - 20:09 Reply with quote Back to top

Drrek wrote:

Steady footing doesn't need a nerf, I would rather not have it in the game, but it isn't OP and doesn't need a nerf. If I were to change one thing about it though, I would have it roll before you followed up.

That could be good, knowing Steady Footing outcome in advance would help. Failed Dodges/Rushes not stopping the Action in my opinion should be nerfed. Stopping the Action without Turnover seems reasonable enough.

Drrek wrote:

Throw teammate and pass being allowed on the same turn is fine in my book.

With 1 rr per turn, maybe. With multi rr, though, I don't like Pass and TTM both allowed in the same turn. With On the Ball (or even without it) the odds are too good, relatively speaking, for such a gamechanging play.
With AG 2+ involved (not hard to have it eventually, with the level up table and MVP nomination) Pass+TTM becomes really good.
JackassRampant



Joined: Feb 26, 2011

Post   Posted: Apr 25, 2026 - 20:30 Reply with quote Back to top

MattDakka wrote:
I find more potentially gamebreaking stats than skills, especially when natural oneturners are involved.
Not saying that skill prices are right, but some stat boosts' ones are wrong too.
Block priced 30 TV, Wrestle 20 and +MA 20, for example. It makes no sense that Wrestle costs as much as +MA.
It could be: Wrestle 15, Block 20, +MA 30. This sounds better to me.

It's a two-sided ledger. If you lower the price of Wrestle, that's the same as raising the price of +MA... except that price hikes make development overall worse.

IMO, addressing skills alone will do what you want to do with stats, but situationally it's better because improvements sucking is not fun, and we're already bumping up on that with the new skill rules. IMO.

I love the uncertainty of rolling Steady Footing after follow.

_________________
Lude enixe, obliviscatur timor.


Last edited by JackassRampant on Apr 25, 2026; edited 1 time in total
RDaneel



Joined: Feb 24, 2023

Post   Posted: Apr 25, 2026 - 20:54 Reply with quote Back to top

i did not get completely what do you mean with "steady footing rolling "before"... Not sure to get what this change. can you make me a couple of example (one in the player's turn and another not in the player's turn?)

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To judge a man, one must at least know the secret of his thoughts, his misfortunes, his emotions, Balzac
Sp00keh



Joined: Dec 06, 2011

Post   Posted: Apr 25, 2026 - 21:06 Reply with quote Back to top

one of the problems with SF is u have to decide to follow or not, after blocking, but before u know if the target will make their 6+ or not
MattDakka



Joined: Oct 09, 2007

Post   Posted: Apr 25, 2026 - 21:11 Reply with quote Back to top

Currently: Block Steady Footing player, dice result knocks them down > decide to follow up or not > roll Steady Footing.

With the suggested change: Block Steady Footing player, dice result knocks them down > roll Steady Footing > decide to follow up or not (since you know in advance if the Steady Footing player will still be Standing, you can avoid to follow them up).
The difference is that, with the suggested change, you know in advance the outcome of the Steady Footing roll. That would avoid situations where you end marking the Steady Player still Standing, instead of Knocked Down.
Basically with the change the uncertainty about the outcome of Steady Footing roll for purpose of following them up is removed.
Seems little but when Sidestep is involved it makes a huge difference and a difference nonetheless without Sidestep as well.
RDaneel



Joined: Feb 24, 2023

Post   Posted: Apr 25, 2026 - 22:47 Reply with quote Back to top

oh got it.
Bah...
Better than nothing but not great; skill remains bad. Hope deeper reviev to make more balanced

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To judge a man, one must at least know the secret of his thoughts, his misfortunes, his emotions, Balzac
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