Diablange
Joined: Apr 27, 2020
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  Posted:
Jun 09, 2025 - 12:48 |
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Easy to tell what I don't like about the current ruleset !
1- Revert to old style/2016 skill progression.
==> 2016 system has less uniformity, more surprises (lino +ST), no stupid thing like different TV cost (can argue about spp cost and random, but not a big fan either). Also think twice about the costs, +80k is too much for ST for example.
2- Have less skills but all useful.
==> Aiming to have X skills in order to support a deficient skill progression system is wrong. Splitting skills to make the nulber is wrong. Adding useless skills is wrong.
==> Also, maybe have the TV cost according to skills (block, dodge, guard +30k ? some less interesting skills +10k and the majority) in addition of how the skill was gained (primary +ok, secondary +10k ?). Combos to add additionnal cost ? Maybe that would be too complicated, but sounds fairer.
3- Improve passing.
==> Throwing bacwards, especially, is stupid. Having naturaly more agile players having more difficulties than a not agile thrower is wrong as well. Should be twitched a little bit.
4- Improve roster balance.
==> When new norses, amazon, vampires, came up, they were obviously stronger than they should be (not talking about "stronger than existing rosters" even if the argument can be made for amazons).
And 5- to quote Koadah (but I've lost faith in GW in this matter) Tidy up the rulebook/FAQ |
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Carthage
Joined: Mar 18, 2021
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  Posted:
Jun 09, 2025 - 15:47 |
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Diablange wrote: | Easy to tell what I don't like about the current ruleset !
==> Also, maybe have the TV cost according to skills (block, dodge, guard +30k ? some less interesting skills +10k and the majority) in addition of how the skill was gained (primary +ok, secondary +10k ?). Combos to add additionnal cost ? Maybe that would be too complicated, but sounds fairer.
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This is actually what my custom league PEBBL does. I have modified TV costs for each skill and stat spread so players can make their own custom rosters from the ground up and play in a league. We are wrapping up season 2 and I think season 3 will be refined enough to call it "pseudo-balanced" |
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JackassRampant
Joined: Feb 26, 2011
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  Posted:
Jun 09, 2025 - 18:26 |
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OK, here are my core change proposals, as of this writing, all in one place.
1. Casualties
Casualty Table (d8)
1-6: Badly Hurt X.
7: Seriously Injured.
8: Killed.
Badly Hurt: The player is put standing in the injury bin, and note the die roll in the injury column. This is the severity of the injury. After the match, for each player with an injury value (whether they played in the match or not), roll 1d6 and subtract this from the severity. If severity falls to 0 or less after the match, the player may play in the next match.
Seriously Injured: The player gets an injury value of 7, as above. In addition, roll 2d6 to determine the consequences.
2-4: do not recover injury value this match.
5-6: -1 AV
7: -1 PA
8-9: -1 MA
10: -1 AG
11: -1 ST
12: +1d6 injury value and roll again.
Observe, no niggles. Niggling injuries are confusing and awkward and don’t add much, apart from a little suspense (not even much of that anymore), and I put that back in, in spades, with injury value.
Injury value replaces MNG: added complexity, but it comes in the form of drama, which is what niggling injuries did anyway. The math is that you end up with a 7/16 chance of a “badly hurt” 5/16 to MNG alone, and 1/4 to be worse, but some of the MNGs and worse will involve multiple MNGs to heal (usually 2).
Apothecary: if you use the Apothecary on a Casualty (KO as is), roll 1d6, at -1 if the player was Seriously Injured or Killed. Subtract the net roll from the Casualty roll. Results of 0 or less put the player in reserves.
2. Passing
Scatter: Scatter has a value, an integer between 2 and 5, representing the number of times the ball scatters in the air. Deviation only happens on kickoff return; gust of wind from Changing Weather is Scatter 2. If scatter moves outside the 2-5 range, it’s 2 (if below) or 5 (if above).
PA scores will generally be left as-is at worst or improved a bit at the low end. Elves will generally all have PA 4+ or better, unless they have Frenzy or are holding knives or something like that: many elf positionals will go up from there, but it won’t be a whole net +1 over a human roster, yah? Minimum PA is 6+, everything has a PA even if it can’t throw, and if it can’t, it’s PA would be based on what it would be if it could. (How much ball would a woodfox chuck…?) This often results in a useless score, but it also lets you put Bombardier cards and stuff back in. (Even if you don't, it's a nice veiled threat.)
Critically, though, you can’t attempt a pass if range alone would cause the pass to fall to 7+ or worse. That solves punting: 4+ passers simply can’t do long bomb punts, but they can still do long pass punts, if they don’t mind slightly wilder scatter. Golems can punt [checks notes] 3 squares.
When you roll the Pass die, 6 is accurate. On anything else, modify for TZ, and a mod 1 is a fumble. On anything else, modify for everything, and compare to PA. If successful, accurate. If not, scatter is 1+ margin (max 5).
3. Improvements
You can’t buy a “random stat”: instead, you can buy a random primary for 10k and a reduced price; you can buy a random secondary for 20k; or you can buy a d16 roll.
1-8: chosen primary (15k).
9-12: chosen prmary (15k) or secondary (30k).
13-14: chosen primary (15k), +MA (20k), +PA (15k), or +AV (10k).
15: chosen primary (15k) or secondary (30k), or +AG (30k) or +ST (60k).
16: any of the above.
4. Skills
Now that randoms only cost 1/3 less rather than half as much, there should be fewer crap randoms overall. It's fine if a random is crap on this guy or that guy, but writ large, they really should all kinda make some sort of sense for most of the players who can take them, yeah?
4.1 Agility
Move Safe Pair of Hands to Passing
Add Hit and Run, but it needs work. It only works on a blitz, and it costs a square of movement. But it does let you follow into coverage and keep moving without dodging.
Diving Catch also lets you interfere with passes as if you were in a neighboring square, and reduces the penalty for interfering with an accurate pass over the player’s own square (not neighboring ones) to -2, from -3 (+1 to interfere with an accurate pass lol).
4.2 General
Shadowing now works on a 5+, but you get +1 if your MA is greater than your opponent’s.
4.3 Mutations
Honestly, I like where this category sits right now.
4.4 Passing
Hoo, boy.
Hail Mary Pass: if the pass would be accurate, it is considered inaccurate and acquires Scatter 2. The new inaccuracy/scatter rules eliminate the crappiness of the old HMP.
Everybody, a warm welcome to Safe Pair of Hands, who comes to us from the Agility department! Safe Pair of Hands now works on any fumble, too.
Too bad that’s not enough to save Fumblerooskie. If only, huh? Well, what if, instead, we put a directional kicking skill that lets you reroll the d8 on any deviations made when this player kicks the ball? As a P skill, it would create some interesting stuff. If we can’t balance it, maybe the new Safe Pair will make Fumblerooskie viab— ah, who am I kidding?
Running Pass comes with an optional free square of movement into the path of the ball, after the pass is made, only if the passer is not Marked.
Safe Throw does what it does now, and it includes Cloud Burster … but a) it works at any range, and b) it doesn’t work on players marking the passer.
4.5: Strength
Hoo, boy, again.
Brawler now lets you reroll any one Block dice for any Block action you take, except an “attacker down” (skull) result.
Piling On replaces Pile Driver! But the new Piling On, well … it can be used on fouls, so long as the referee didn’t catch you fouling. It can really be used any time you take a block or foul maneuver, resulting in a failed armor roll against a prone opponent, for which you haven’t been spotted fouling by the referee. Place the player prone and re-roll armor immediately. Any modifiers that were eligible to be used on the original roll and are not rendered inaccessible by circumstance (such as foul assists and any traits the defender has) still apply, but most skills, including Claw, Mighty Blow, Dirty Player, and Sneaky Git, cannot be used, as the acting player is now prone.
Arm Bar does two separate things that activate separately when the acting player fails a dodge to escape the opposing Arm Bar player’s Tackle Zone (note the word “opposing” is there to thwart cheese). First, it lets you add +1 to AV or Injury, like now. Second, it allows you to hold the dodging player in place, so they don’t even get to fall down in the target square, just where they are.
I'm not sold on this, but a possible fix to Multiple Block would be to go back to sequential blocking, giving opponent +1 ST on the first block and +2 ST on the second? That would make it kinda usable for normal-sized players without getting out of hand on the bigs.
4.6 Traits
If you fail Bloodlust, you must feed if you can (you don't have to position yourself so you can feed). Bloodlust fails, if you can't feed, cause you to roll 1d6. If the player is closer to the nearest end zone or sideline than the number rolled on the die, the player runs off the pitch to feed and is placed in reserves. If the number is equal to or less than the distance, the player is Knocked Down in the square they occupy. In any case, this ends the team turn.
5: Terminology
A Block action lets you take a Block maneuver. A Multiple Block action replaces a Block action with one that lets you take two Block maneuvers. The Stab skill alows you to replace a Block action with a Stab action that includes a Stab maneuver. A Blitz action includes a Move maneuver and a Block maneuver. Cool? We don’t need to go up a level before we go down to the next level anymore to fight higher-level monsters, it’s not the ‘80s.
6: Kickoffs
Fix Prayers, please. Like a d16 table where the first 8 results are relevant for tourney games and at least like 10 results care who won the roll, that would be lovely. |
_________________ Lude enixe, obliviscatur timor. |
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Garion

Joined: Aug 19, 2009
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  Posted:
Jun 09, 2025 - 20:01 |
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Why try and fix prayers? Just remove it... its worthless rules bloat |
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