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Chingis



Joined: Jul 09, 2007

Post   Posted: Jun 26, 2025 - 23:35 Reply with quote Back to top

Changing it would basically need to be one part of a larger rebalancing I think: changing just one part of the game would skew the dynamic.

But here's a thought experiment in a world where everything else stays the same. What if you just changed one tiny rule, which is this: failing to pick up the ball from the ground is no longer a turn over. Losing the ball from your actual posession remains a turn over of course, but not failing to collect it from the floor.

So yes, a player can chase a bobbling ball around the pitch so long as they have the movement! And maybe it will bobble into the tacklezone of an ogre of course (a very organic ways of achieving that "pressure" risk of nearby players), or bobble off the pitch or into the arms of an opponent.

I'm kind of interested to play a game like that just to see what would happen!
moph



Joined: Sep 16, 2020

Post   Posted: Jun 26, 2025 - 23:57 Reply with quote Back to top

MattDakka wrote:

About the pick up:
the problem is when an AG 4+ player tries to pick the ball up in Pouring Rain.

When a AG4+ player has to try to pick up the ball in pouring rain something has gone horribly wrong beforehand or you are playing Tomb Kings.
When you are playing Tomb Kings you are in for that one of 18 of your offensive drives (the 5,5% chance of pouring rain) you are probably not scoring and playing for a draw. Wink
moph



Joined: Sep 16, 2020

Post   Posted: Jun 27, 2025 - 00:14 Reply with quote Back to top

Chingis wrote:
failing to pick up the ball from the ground is no longer a turn over.
...
So yes, a player can chase a bobbling ball around the pitch so long as they have the movement! ...
I'm kind of interested to play a game like that just to see what would happen!

That's the kind of ideas we need in game design! Very Happy
Elegant and adding fun.
Adding interesting decisions, like how to screen the ball on the floor.
I would change it so that per turn only one player of the team can try to pick up the ball or the turnover occurs when the player trying to pick up the ball has no movement left or decides to end his movement without having succeeded the pick up. Just to prevent to give a saurus a couple of free tries before you pick up with a skink.
moph



Joined: Sep 16, 2020

Post   Posted: Jun 27, 2025 - 00:24 Reply with quote Back to top

MattDakka wrote:

I suggested to give the +1 to players with Sure Hands, as one possible rule. That would actually make Sure Hands more valuable.

I think this would be a good way to do it, just one sentence added to the skill. No complicated extra rules. Only making it easier for players that train (invest spp) for the skill, not for everybody.
Which teams besides chaos dwarf would benefit the most from it? Black Orcs? Ogres? Would coaches train saurus as ball carriers?
MattDakka



Joined: Oct 09, 2007

Post   Posted: Jun 27, 2025 - 02:10 Reply with quote Back to top

moph wrote:
Which teams besides chaos dwarf would benefit the most from it? Black Orcs? Ogres? Would coaches train saurus as ball carriers?

I guess teams with AG 4+ and AG 3+ players with Primary access to Sure Hands (or starting with the skill). Coaches would not train Saurus as ball carriers, of course.
Almost as good as +AG, just for adjacent pick ups.
About the idea of no turnover when failing the pick up: it's gamebreaking, way worse than adding the +1 pick up modifier.
Without turnover even clumsy players would have basically Sure Hands for free (as long as they had at least 2 MA left when adjacent to the ball).
With 4 MA left it would be like having Sure Hands x 2.
On the Ball would become better than Sure Hands.
EastCoast



Joined: Feb 14, 2010

Post   Posted: Jul 08, 2025 - 01:28 Reply with quote Back to top

Chingis wrote:

But here's a thought experiment in a world where everything else stays the same. What if you just changed one tiny rule, which is this: failing to pick up the ball from the ground is no longer a turn over. Losing the ball from your actual posession remains a turn over of course, but not failing to collect it from the floor.


I quite like this idea. Having played Blitz Bowl! one of my favorite aspects is 3 actions without turn overs. I would slightly amend your suggestion, although it is not a turn over, that players action must end on a failed pick up. I think that would still give you a lot of what you are looking for without the same potential balance issues of allowing the same player multiple bites at the apple.
mrt1212



Joined: Feb 26, 2013

Post   Posted: Jul 10, 2025 - 03:13 Reply with quote Back to top

Chingis wrote:
Changing it would basically need to be one part of a larger rebalancing I think: changing just one part of the game would skew the dynamic.

But here's a thought experiment in a world where everything else stays the same. What if you just changed one tiny rule, which is this: failing to pick up the ball from the ground is no longer a turn over. Losing the ball from your actual posession remains a turn over of course, but not failing to collect it from the floor.

So yes, a player can chase a bobbling ball around the pitch so long as they have the movement! And maybe it will bobble into the tacklezone of an ogre of course (a very organic ways of achieving that "pressure" risk of nearby players), or bobble off the pitch or into the arms of an opponent.

I'm kind of interested to play a game like that just to see what would happen!


ST4 AG2 Ball Carrier's Bowl is a variant I suppose. Honestly, the changes to Blood Lust really show off how demented no turnovers with multiple RRs per turn in hand is.
The_Great_Gobbo



Joined: Aug 04, 2014

Post   Posted: Jul 10, 2025 - 09:47 Reply with quote Back to top

The artwork not being done by Pete Knifton
Garion



Joined: Aug 19, 2009

Post   Posted: Jul 10, 2025 - 12:42 Reply with quote Back to top

The_Great_Gobbo wrote:
The artwork not being done by Pete Knifton


hehe, funny you should say that.... some knifton style art is just round the corner... for Fumbbl anyway Very Happy

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Nightbird



Joined: Aug 02, 2003

Post   Posted: Jul 10, 2025 - 23:53 Reply with quote Back to top

The_Great_Gobbo wrote:
The artwork not being done by Pete Knifton


Ohhh, good one Gobbo! Love his art!

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"If most of us remain ignorant of ourselves, it's because self-knowledge is painful
& we prefer the pleasures of illusion." ~Aldous Huxley
Lokragen



Joined: Aug 20, 2015

Post   Posted: Aug 30, 2025 - 02:07 Reply with quote Back to top

I see that there are many points that converge.

Balance the teams!

In ladder/championship, we end up always playing the same thing because too many teams are weak, which harms team diversity. For example, with Nobility, I had fun comparing a full Human team to a Nobility team and looking at the TV (Team Value). It came to 130 TV, I believe. How can you compete with such a huge gap? In ladder, you get hit with 6 or 7 skills in your face.In principle, most of the time, it’s a pricing issue. Too many teams cost too much for no reason, and others don’t cost enough for what they can do.

Skills:

We agree that most skills need to be buffed or merged in some way to add more tactics and strategy. Perhaps even change some skill categories, like moving “Sure Hands” to a passing skill, which is a great idea. I’d also propose moving “Nerves of Steel” and “Fumblerooskie” to the agility category. I’d also accept that we can’t have 30,000 ways to play the ball and split between half passing/half support.

Examples:

First Aid: Allows turning a “KO” into a “Stunned” once per half as long as a player with this skill is on the field.
Blessing: At the start of the match, allows granting a primary skill of your choice to a teammate. Usable only once per match.

I find it abnormal that high-TV games are unbalanced. Normally, the more skills there are, the more tactical it should be. I believe high-TV games are too violent, and bash teams have too many tools, which causes all the problems. As soon as you have too much “Mighty Blow” and “Guard,” it becomes a nightmare. Nerf “Mighty Blow” directly or indirectly (these are examples): for instance, “Mighty Blow” only applying to injuries, or indirectly with skills that cancel “Mighty Blow.” For example, “Fend” could also cancel “Mighty Blow.” “Defender” could cancel “Guard” in attack and defense, allowing agile teams to attack a cage at high TV, because in the current state, they have no tools to counter strength skills.
Also, remove everything that’s useless, like “Thick Skull” (leave it as a trait only) or “Piledriver,” and replace them with something like:

Fortress: Allows granting +1 armor to an adjacent teammate, usable once per turn.

Review the prayer table or remove it for something more “fun.”

For example:

Cheerleaders enter the field, each player gets a cheerleader (5M, 3S, 3+ AGI, 8+ AR).
Or the spectators love the show and throw coins onto the field (throw 4 coins onto the field, two in each half, as if they were a ball). The coins don’t affect the match’s physics, but they can be collected, each worth 10,000.
Remove the horrible event that forces us to ban a player.

If we nerf everything that’s violent and balance the teams, I think we won’t need redrafts anymore, and everyone will be able to face each other without issues.
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