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SeriliKirico



Joined: Sep 13, 2017

Post   Posted: Feb 05, 2024 - 18:10 Reply with quote Back to top

Just accidentally have stumbled upon this optional weather rules today: https://mordorbihan.fr/en/bloodbowl/weather/2020

No idea where it comes from, is it some optional rules from official source, or leagues' home rules. Though many of these conditions are questionable, it hooked me up immediately. I think this is what we really miss in vanila BB - every season of the in-game year having some unique traits.

I think adding something like that as optional home rules on fumbbl would be a nice touch. Basically, the standard table already contains the basic conditions for each hypothetical season (Pouring Rain - Autumn, Blizzard - Winter, Sweltering heat - Summer etc), what is left is to figure out how to fill out the rest of the table for each of the season. Some ideas from that page above could be used as-is, I guess, or in a bit tuned-down form.
SeriliKirico



Joined: Sep 13, 2017

Post   Posted: Feb 05, 2024 - 19:21 Reply with quote Back to top

Some weather conditions I came up with for this idea. First, let's define "Reverse-armor roll" term: roll for armor as always, but consider results equal or exceeding AV as one that bring consequences determined by further rolls (called "not passing the reverse-armor roll"). Effectively, that means that for higher AV it's more likely to get a negative impact.

The idea behind each season's flavor is such:
- Spring: mostly fine weather, a lot of beneficial modificators; it's about hope and joy of getting back into the game, leaving harsh winter behind
- Summer: the main Blood Bowl season, mostly fine weather, rare negative effects, rather predictable, with lower impact on the game
- Autumn: harsh, treacherous weather, negative effects are more frequent and severe
- Winter: still harsh, but somewhat more predictable, with its own unique features

1. Hot & Humid (summer)

It's so hot and humid it's hard to breath! Any over-exertion on the pitch comes with a risk of passing out - and even more so for those unlucky heavy armor wearers. At the end of their activation, if a player has made a Rush action during this turn, they have to make a reverse-armor roll with a -2 modifier. If not passed, they must make an injury roll while adding a +1 modifier to it for each additional rushed square above the first one, and an additional +1 modifier if that was during a Blitz! or Pass action, then:
- treat "Stunned" and "KO" results as getting prone
- treat "CAS" as "Stunned"

2. Thunder (autumn)

Rules are the same as for Pouring rain, but roll 2d6 at the start of each turn. On 2, a lightning bolt strikes the pitch. Randomly select a player on each of the teams and do the reverse armor roll with a -2 modifier for them. If not passed, make an injury roll as usual (it's more probable for lighting to hit those who wear a lot of metal objects)

3. Heavy hail (spring / autumn)

Suddenly the pitch is bombarded by heavy hail, knocking players over left and right! Before the start of each turn make an armor roll for a randomly selected player on each of the team. If broken, make an injury roll treating CAS result as "Stunned" and any other result as getting prone.

4. Deep snow / Muddy (winter / autumn)

The snow is so deep or the turf is so viscous it's hard to move around. Both MA and max Rush distance is decreased by one for all players. Additionally, all Falling Over armor rolls and subsequent injury roll are made with -1 modifier (falling into a soft snowdrift is much less of an issue).

5. Strong winds (winter, autumn)

At the start of each drive roll on the Random Direction template to find out the direction of the wind, then roll 2d6 for its strength, treating 2-10 results as 1 point of strength, 11 for 2 points and 12 for 3 points. For this drive, whenever bounce, scatter or deviation happens, the ball additionally bounces, deviates or scatters into this direction for number of squares equal to the wind's strength. In addition, all passing attempts are made with a negative modifier equal to the wind's strength.

6. Freezing cold (winter)

At the end of each drive with this weather condition in effect, each coach can instantly recover a randomly chosen KOed player of their; in addition, add +1 modifier when rolling for the rest of KOed players' recovery. They are eager to get back into action to warm up a bit!

7. Invigorating fumes (spring)

After a long off-season getting back on pitch is intoxicating alone, not to mention all the smells and sensations brought by the long-anticipated spring! Players are getting succumbed to these vibes and become.. a bit too enthusiastic about the game. All Block-resulting injury rolls are made with +1 modifier, additionally Rush max distance is increased by 1 for each player (up to the max allowed Rush distance).

8. Gusts of Hope (spring)

Spring is a special season for any Nuffle's follower, being a start of another cycle on an eternal Blood Bowl time spiral! Local festive activities have pleased the capricious god greatly, granting his personal favor to those who step onto the pitch. It's the day when the nature itself is geared towards great plays and emerging of new stars! Wind will carry the ball to its intended target, sand will provide extra adhesiveness for players' fingers, and excited crowd will cheer for them like crazy, turning them into real heroes! All ball handling rolls are made with +1 modifier. All SPP gains have +1 SPP bonus. In addition, Fan Interaction Prayer to Nuffle is in effect till this magical weather holds.

9. Black Ice (winter).

Due to a sudden drop in temperature following an especially wet morning the pitch is now covered with ice! When moving to a full MA range of a player or beyond it, for the last square of normal movement and each subsequent Rushed squares roll on the Throw In template placed along the intended movement direction - result is the actual direction the player moved in. Also, all Rushes are made with -1 modifier, with result of 1 after modifiers applied meaning the player slipped one additional square in the same direction after falling to the ground. In both cases, moving off the pitch is possible and is treated as being surfed into the crowd. In addition, all Falling Over armor rolls and subsequent injury roll are made with +1 modifier

10. Very misty (spring, autumn)

The mist is so thick it's hard to see the pitch and trips may happen. MA is reduced by one for all players, but their max Rush distance is increased by one. Each additional Rush attempt on top of the first one is done with an extra -1 modifier. In addition, as referees can't see clearly in such conditions, they'll ignore doubles on all Foul armor rolls that failed to break the armor. Additional -1 modifier for Long and Long Bomb passes.


Last edited by SeriliKirico on %b %07, %2024 - %18:%Feb; edited 29 times in total
SeriliKirico



Joined: Sep 13, 2017

Post   Posted: Feb 05, 2024 - 20:28 Reply with quote Back to top

Also, some optional weather transition rules would be fun too. For example, making it more probable to roll up Deep Snow / Muddy condition after the Blizzard / Pouring rain. Or Thunder after the Heavy Rain.


Last edited by SeriliKirico on %b %07, %2024 - %11:%Feb; edited 1 time in total
koadah



Joined: Mar 30, 2005

Post   Posted: Feb 05, 2024 - 21:07 Reply with quote Back to top

Optional kick-off tables would be good too. Smile

But more options mean more maintenance on top of the work to add the options in the first place.

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SeriliKirico



Joined: Sep 13, 2017

Post   Posted: Feb 05, 2024 - 21:52 Reply with quote Back to top

I was thinking (dreaming a more appropriate word lol) about a more extensible server engine, of sort. I mean, what it all comes down to is a certain event injected somewhere in the standard match sequence, either statically, or based on random condition, which adds some modificators, or forces you to make a roll. I think it could be implemented as some kind of BB-specific script language which would allow anybody to write their own events attached to ruleset they use in their leagues. Basically, making the game modable.

Combined with some kind of API that allow you to use external custom tools to modify teams in your league, that would open a new field of possibilities for building layers of meta-gaming on top of the basic game (like, adding some off-pitch events, allowing players to interact with each other in new ways via some external app, then mirroring results of such interactions on their teams in game).

Surely, it will require some investment from Christer & team at first, but later it would be community extending the game the way they see fit, without bothering them that much.


Last edited by SeriliKirico on %b %07, %2024 - %11:%Feb; edited 1 time in total
koadah



Joined: Mar 30, 2005

Post   Posted: Feb 06, 2024 - 00:20 Reply with quote Back to top

I think that these guys already have more than enough to do.

I don't know if enough people would use these options to make the effort worthwhile.
I probably hassle them for more stuff than anyone else. Wink

I suspect that they might not be too keen on people possibly fouling up the server. Wink

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O[L]C 2016 Swiss! - April ---- All Star Bowl - Teams of Stars - 2 more teams needed
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