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2012

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2009

2009-04-28 19:21:04
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2012-08-20 18:09:43
16 votes, rating 2.9
RB(X)
I write this more for myself than for anyone else. This is just a convenient place to put it.
Everyone has his own ideas about how the next LRB should look like. I just have some strong ideas myself and I guess I may aswell list them as long as I still remember.

Skill Changes:

Piling On: Only works on armor rolls.

Sneaky Gits: Never banned on a double on an armor roll unless it is a double 1.

Very Long Legs: +1 on leaps, +1 on intercepts, +1 on shadowing rolls, +1 movement range on pass block

Foul Appearance: Roll 2+ to attempt a block or blitz on FA player. Opponent passes and catches in three squares are modified by 1.

Disturbing presence is removed.

Decay: If the result of a casualty roll is 40+, reroll and add both injuries to the player.

Claws: Adds +2 on the armor roll but doesn't reduce armor below 7.

Inducement Changes:
-Babes cost 70TV
-Wizard costs 250 TV
-All Stars prices are increased by 10 TV

Miscelannous Changes:
Bank rules introduced. Bank limit 500k.

Spiralling expenses starts with 1700TV. Increases every 200 TV.

Skill and stat costs are increased by +5 tv. Stunty players keep the old prices.

Niggling Injuries work like Decay in CRP rules.



Roster Changes:

Humans
Linemen cost 40k

Halflings
0-2 Halfling Runners: 6 2 4 6 70k dodge, stunty, right stuff A

Undead
0-4 Weights

Goblins:
Pay 70k for bribes.

Dwarves:
Longbeards 4 3 2 9 Block, Thick Skull, Wrestle 70k GS
Troll Slayer 5 3 2 8 Dauntless, Block, Tackle, Frenzy 90k GS
Blitzer 5 3 3 9 Block, Tackle 80k GS

Chaos Pact
Marauders 6 3 3 8 50k GMP
Beastman 6 3 3 8 Horns, Loner 60 GSM

Vampires
0-1 Elf Thrall 6 3 4 7 70k Animosity GA
0-1 Orc Thrall 5 3 3 9 50k Animosity G
0-4 Zombies 4 3 2 8 40k Animosity, Loner, Regenerate G (Can't be biten)








Just a couple of things to note:
I had a lot more changes on my mind but I tried to focus on altering as little as possible and focus on the things that really are ticking me off.

The humans are that cheap on purpose. The price is meant to compensate for the lack of strengh and agility. Fluffwise the argument is that there are just a lot of humans. Lots of other variants would be possible but this one I find to interfere with how humans work the least.


Vice versa the Elf Thrall is overpriced. Even without animosity he should be worth 60k. However he is such a valuable asset for a vampire team circumventing blood lust on pick ups and addiding GA access. I felt 70k would turn him into a reasonable but not a too strong investment.

The Dwarf change is probably the most drastic and therefore the most arguable one. It may even improve them but honestly Tackle... it is just so annoying. These fellas should have lost that long time ago.

I didn't change amazons. Honestly I don't care about them. I feel like they are fine. Playing against them never causes me any grievance. I thought about making the linewomen fenders but they would just suck too much. Honestly I wouldn't know what to change about them.

The undead have gotten so much beatings in the couple last rulesets most notably with making the count efficiently unavailable that I felt they really need a boost at some point, especially to be able to compete on the higher levels and to be able to spend a little money. I don't see them being played much these days and the weights are after all just 6 3 3 8 blockers. It makes a decent team stronger but I don't see it break the game or pushing them at the top.

Halflings obviously needed an improvement. Probably more than what they got but you gotta start somewhere and not overdo it.

Goblins might need an improvement but honestly I haven't seen them tested yet so... they might actually be fine. We will see.

The elf races still all can get very strong despite the low starting so I don't think they need to be improved or reduced. I'm not sure what I should do about fluff players on darkies and such. The team works without them but they can be bought. They are fine.

Underworld and Necro don't need to improved, the chaos races have still terrifying potential..

For Khemri I alterd decay, really I think thats enough. Not the most likeable race.


Skills are a bit difficult to price. Ideally every skill should be priced individually and even better: The value of a skill could be taken into account based on the stats it is operating on and use some sort of algorythm factoring the healthyness of the player in. But thats a chapter in itself, I'm thinking a boardgame shouldn't be overcomplicated. So I just don't even try to fix everything and just go with the second best thing.
Players that are easily removed from the game will naturally capitalise less on skills I honor that with the lower pricing for stunties and therefore based on the modifiers on the injury roll. I think that's the best I can do.
The higher pricing is supposed to have two main effects:
To make larger rosters more appealing since you currently can buy a whole chunk of skills for dropping a player. I think the low number rosters make the games more one sided because the removal of a couple of players basically kills one side. But because they are so cheap it would be unreasonable to build a too large roster or even buy many rerolls.
The other effect is to reduce the difference between a normal roll and a double and the stat ups.
The difference between a normal and a double is now 33% instead of 50%. The difference between a normal and st+ is now 100% instead of 150%.


Niggling Injuries are still a reason to retire a player. That's just really annoying. I wouldn't mind them taking a very prominent role in the game, even include aging if they wouldn't alter the game play and just operate to ultimativly shorten a players life span.
I feel like the CRP concept of Decay does exactly that. It doesn't help you that your opponent has decay on one of his players it makes just the life harder for that player. That's just perfect for even mass spamming niggles for all kinds of reasons like it happend in the old rules. ..Probably should utilize that more I realise now.




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Comments
Posted by robocoyote on 2012-08-20 18:12:50
I like the vampire Idea alot
Posted by harvestmouse on 2012-08-20 19:40:20
Like the goblins and bribes.

Isn't that how claw works now?

Something of the other aspects are a bit technical for me, I don't really have the experience to answer for CRP.

Rosters

Humans
Linemen cost 40k

A 6 3 3 8 lino with G access for 50k, is your basic player. All other prices were based off this, you can't change the price here, without unbalancing everything else.


Halflings
0-2 Halfling Runners: 6 2 4 6 70k dodge, stunty, right stuff A

I'm somewhere in the middle for this one. It's kinda like old 2nd ed catchers.

Dwarves:
Longbeards 4 3 2 9 Block, Thick Skull, Stand Firm 70k GS
Troll Slayer 5 3 2 8 Dauntless, Block, Tackle, Frenzy 90k GS

I don't like this, stand firm on longbeards as standard will kill low agility teams.

Chaos Pact
Marauders 6 3 3 8 50k GMP

This of course is an improvement.

Vampires
0-1 Elf Thrall 6 3 4 7 70k Animosity GA
0-1 Orc Thrall 5 3 3 9 50k Animosity G
0-4 Zombies 4 3 2 8 40k Animosity, Loner, Regenerate G (Can't be biten)

Elf and Orc thrall, I hate, no fluff reason for this inclusion. Zombie inclusion I like, possibly as an alternative roster.
Posted by Fightingmongoose on 2012-08-20 19:42:28
My favorite thing is the change to FA. I have always wanted to try some FA goblins on underworld. If it combined with DP, it would be really fun. I think that would become another mutation people would actually take, instead of always claw, tents, horns, only.

I very much agree that the Longbeards need the tackle gone. I think it make more sense to add it to the Blitzers though instead of the Slayers. Minor thing.

The one thing that I don't like is removing strength and ag from the marauders. While I agree that they are too strong as constructed, If you take away the access, you lose the flavour of the team. I think they would become a tier 3 team without any strength on a non-big guy.

All in all though, I like your ideas, and I hope there is indeed another LRB edition coming one day.
Posted by Wreckage on 2012-08-20 20:06:15
Harvest wrote:
"A 6 3 3 8 lino with G access for 50k, is your basic player. All other prices were based off this, you can't change the price here, without unbalancing everything else."
I know it is commonly thought that equal players need to have equal prices but I don't feel the LRB follows this concept very closely and the more important question should probably be how the entire human team would be unbalanced in comparison to other teams that get much worse players for a lower pricing. Do you feel like humans would be overpowerd in regard to vampires, or one of the undead races, maybe in comparison to goblins? Would it stand out more against one of the stronger teams? Frankly I don't see it. A cost reduction of 40-70TV on a human team could go a long way to make that T3 race competative.

"I don't like this, stand firm on longbeards as standard will kill low agility teams."
Right.. mmmh....

"Elf and Orc thrall, I hate, no fluff reason for this inclusion. Zombie inclusion I like, possibly as an alternative roster."
The inclusion was actually mostly for fluff reasons. Why should a Vampire team only have human thralls? Elves and Orcs seemed to be to me the most feasible alternatives. Generally when it comes to controlling mortals alignment should play a secondary roll. I didn't feel like including a goblin since too many teams have that already. Big Guys shouldn't be on a vampire roster. Fluff wise dwarves may be persistant to being enslaved, really only leaves elves and orcs.

FIghtinmongoose wrote:
" If you take away the access, you lose the flavour of the team. I think they would become a tier 3 team without any strength on a non-big guy. "
When I look at pact I see so much potential to build incredibly agile ball handling teams. They have been given passing access for a reason and three skill categories provide still so many great options to choose from. I have played my fair share of pact games and I feel taking strengh skills on doubles would still make them a good team. They would still have access to clawpomb it would be just harder to aquire. They would still have access to 3 big guys to employ strengh teams if they desire. In the meantime they could utilize on the full potential of mutations and passing skills. I think they would really make a unique very flavored team much more being played in the way they probably were originally designed for.

" I think it make more sense to add it to the Blitzers though instead of the Slayers. "
Right... Either that or add it to both... hmmm
Posted by Wreckage on 2012-08-20 20:18:01
Actually maybe I should include another pact player with strengh access. Something along the lines like: 0-1 Beastman 6 3 3 8 Horns, Animosity GSM
Posted by Nelphine on 2012-08-20 22:56:33
hum, changed marauders, but didn't change beastmen? I would change beastmen and pestigors to not have M access except on doubles (similar to the marauder change, but different just for variety. alternatively, remove S access except on doubles).

Not a fan of the human change.

Would like to see break tackle apply to leaps as well as dodges.

I don't think very long legs should apply to shadowing, and I don't have enough experience with pass block to know how that would change it.

Don't understand the skill/stat pricing change (does that mean normal rolls are 30k, doubles/MA/AV 40k, agi 50k, S 60k? Except on stunty players when it's 5k cheaper? If so that seems fairly strange, especially given your changes to spiralling expenses.)

I like the niggle change.
Posted by harvestmouse on 2012-08-20 23:54:17
I'm not really sure humans need a boost, however bring blitzer prices in line with orc blitzers would be a much better option IMO. I dislike the idea of pricing (basic) players differently on different teams, unless it's to signify they are rare.

My problem with your longbeards, would be let's say Norse for example. Generally they'd need to remove themselves from the longbeards, and the best way to do that is to double up and block your way out (for teams like this) blanket stand firm, would literally kill them.

Vampires as we know them are ex humans, who live a quasi human existance. There is no fluff or reason to support cross breed interaction. I see no reason to support this idea.

Fightingmongoose, you realise marauders don't get ag on regular rolls right?
Posted by Wreckage on 2012-08-21 08:07:09
Nelphine wrote:

"would change beastmen and pestigors to not have M access except on doubles (similar to the marauder change, but different just for variety. alternatively, remove S access except on doubles)."

I have been thinking about it. To me it was important that there is no player in the game who costs less than 60tv and has strengh access. Beastmen are rather expensive linemen for only coming with horns. I believe their skill access is a fair trade off. The killer combo of course will inevitably still hold some dominance but you also have to see the big picture in wich its efficiency should be reduced by around 20%. I think there are a lot of good alternatives out there to skill a team and it should be the chaos flavor to have the special GSM acess.
I didn't really think much about Nurgle mainly for the reason I never played them much nor payed attention to them and even my memory about their current stats are a bit blurry. I think Pestigors are pretty highly priced simply for the access and it wouldn't really make sense to change them. The best reason to alter those two teams would be probably their similarities but I didn't really look into that.


"Don't understand the skill/stat pricing change (does that mean normal rolls are 30k, doubles/MA/AV 40k, agi 50k, S 60k? Except on stunty players when it's 5k cheaper? If so that seems fairly strange, especially given your changes to spiralling expenses.)"

That's correct. I explained my reasons in the text below the rule changes. A halfling would pay 25 TV for a regular skill and 35 TV for example for +ma. So he would efficiently pay more too. Increasing the distance between steps for spiralling expenses is only consequential.

"I don't think very long legs should apply to shadowing, and I don't have enough experience with pass block to know how that would change it."

In LRB4 VLL used to be a pretty valuable skill. The CRP ruleset had managed to bring most skills on par but VLL had efficiently become the most useless skill in the game. Up to today I couldn't think of a single reason to ever take it. Wardancers have no access to it and Slann already start with it. For all the mutation races it would have been just such a waste to invest a whole skill on just getting +1 to leaps. Since it wasn't possible to revert it back to its former form I had been thinking about what else to do with it. I liked the idea very much to make it a skill that utilizes on lots of other crappy skills and mechanics in the game. we all know what a terrible junk shadowing and pass block and leap is and what relevance interceptions in the game have. So packing all in one together just seemed like a great idea.

Ok thanks for the input guys, I think I have a couple ideas for changes.
Posted by harvestmouse on 2012-08-21 13:54:09
Forgot to add that I really like the idea of adding a beastman after taking away S access for marauders.
Posted by zakatan on 2012-08-22 12:29:00
Increasing the pricing of skills has another side effect that you don't seem to consider. It will reward enormously better starting statlines at high TV.

Teams that are now good at low TV like UD, Khems, Amazons or Humans, but that suffer at mid TV and suck at high TV will suck already at mid TV.

It will also incentivate the 1 or 2 superstar players and fodder. Any skilled lino goes out immediately. It kinda is a min-maxing paradise rule.