2010-08-30 09:16:44
25 votes, rating 4.5
A recent thread has made me consider which skills in LRB6.0 it is beneficial for you to choose not to use. I've gone through and thought about each skill. I'm making a blog about it because it's a fair bit of effort and it would otherwise languish as a reply to a thread somewhere. I'm feeling pretty pleased with it, but if there's something I haven't thought of please comment and I'll update it.
First, just some assumptions I'm using. If your opponent could negate, or even could have negated, your choice not to use the skill, then I see no point in letting you choose not to use it. For example, you can choose not to use tackle, but they could then choose not to use dodge anyway and counter it, so why bother giving the option. Similarly, you could choose not to use Tentacles, but they could have chosen not to try and move away in the first place. I assume that if the opponent wants to move away then you want to stop them. If both coaches have a different view on whether it's a good idea to move away or not, then I could imagine cases where someone wouldn't use tentacles. However, I don't think it's worth complicating the client just to allow for this sort of silliness.
As another example, suppose your opponent makes a -2d block against a player with Foul Appearance. I assume that if they want to make the block, then you want to prevent it. Certainly there's cases where you wouldn't, especially if it was a misclick, but I still don't think the client needs to account for those scenarios. Especially since the cost will include annoying pop-up questions for everyone.
In short, what I consider here is situations where someone might choose not to use a skill even under the assumption of optimal play from both sides. That assumption also cuts out cases of intentional bad play, collusion and playing mind games - people can still do all those things of course, but the client doesn't need to support them doing so.
Note however that there are some cases where collusion is justified, as players can have different goals. The outcome of the game has multiple facets, including three overall results (win, draw, loss) and various side effects such as SPPs, fan factor modifiers, and player injuries. This can lead to cases where certain actions are in the interests of both players, and this can in turn lead to unusual choices when it comes to not using skills. Despite this, I personally don't think the client should need to account for the sorts of choices made for the sake of cooperative (or semi-cooperative) play, and as such what I've written below assumes no cooperation.
Finally, also note that for skills which let you reroll an action (catch, sure hands etc.) I take the default, not-asking-a-question behaviour to be to reroll failures but not successes. The alternative is to ask the player whether to reroll both a success and a failure.
So, I've been through all the skills in LRB6.0, and broken them into a number of categories:
Negatraits
So many of the "Extraordinary" category of skills are so clearly not optional that I am currently wonderwing whether this entire category is intended to be not optional. For instance, all the following are penalties, and surely you can't get out of them by "not using the skills":
Always Hungry, Anomisity, Blood Lust, Bone Head, Decay, Loner, No Hands, Really Stupid, Secret Weapon, Stunty (passing and casualty rolls), Titchy (no dodging tackle zones), Wild Animal, Take Root.
Not optional
The following skills are not penalties as such but are also quite clearly or quite explicitly not optional:
Ball and Chain, Chainsaw, Frenzy
Choose to use
The following skills are all ones which you have to actively choose when to use in the first place. So they are already implicitly optional.
Bombardier, Hypnotic Gaze, Throw Team-Mate + Right Stuff, Stab, Stakes, Hail Mary Pass, Pass Block, Multiple Block, Leap, Piling On, Pro, Sprint, Jump-up.
The above categories are quite straightforward and so I just listed the skills. From now on though I'll give a few thoughts on why each skill is in each category.
Always want to use
The following are skill for which I cannot think of a reason why you wouldn't want to use them:
* Fan Favourite - I'm not even sure this is optional, but would you not want +1 fame?
* Nurgle's Rot - If you don't want the free player, just retire it.
* Dauntless, Guard (when blocking), Horns - Higher strength in a block gives strictly more choice for you (or less for your opponent), so even if you were trying to knock yourself down these skill will help you do it.
* Fend - The opponent always has the option not to follow up anyway.
* Tackle - There are times when you want to not use tackle, but in those cases your opponent could simply choose not to use dodge, so we might as well make this compulsary.
* Foul Appearance - The opponent chose to block, so invoking optimal play working assumption you would want to deny them.
* Claw, Mighty Blow - I can't see any circumstances (short of excluded cases of colluding with your opponent), where you wouldn't want to cause more damage.
* Leader - You don't need to use the reroll if you don't want to anyway. I would also assume the client should always use the leader reroll first by default.
* Safe Throw - The opponent could have chosen not to intercept.
* Very Long Legs - You could have chosen not to intercept.
* Tentacles - Your opponent could have chosen not to move away. The only forced movement I can think of are via frenzy and ball&chain, and tentacles do not work in either of these cases.
Calculatable Circumstances
These are skills for which there are some circumstances where the client should ask, and some where it does not need to, and the client should be easily capable of distinguishing between these situations.
* Dirty Player, Guard (when used to assist a foul) - The client should ask specifically when the player also has Sneaky Git, and you roll a double that is one off breaking armour without using dirty player. In that case you have a choice to use this skill and break armour but get sent off, or not break it and use the Sneaky Git skill to stay on the field. Otherwise always use this skill for the same reasons as claw and mighty blow.
* Diving Catch (for catching nearby balls) - When two or more players from the same team could both use it, the player needs to choose which will use it. Otherwise always use it, except as discussed in the "Optional Questions" section below.
* Wrestle - If one player has block and the other does not, then the player without block wants to wrestle while the player with block does not. There are exceptions, but these are handled in the same way as cases of not using block and dodge, as discussed further below. If both players have wrestle, then by the optimal-play assumption one of them should choose to use it. In other cases however, it should always ask, as there are a number of reasons why you might or might not want use this skill in these cases.
* Grab, Sidestep - Normally it's strictly more choice for you (or less for your opponent in the case where these two meet each other), so no need to ask. The exception comes with chain pushes and crowd surfs. In these cases it may be desirable to turn off grab or sidestep to force the chain push or crowd surf.
Always Ask
For these skills, I think the player should always be asked whether to reroll. In some cases (such as stand firm) people may wish to turn this off, but I think it should at least by default always ask.
* Diving Tackle, Shadowing - No change from the lrb4 client.
* Break Tackle - There's enough complication with this skill that I actually think it's worth asking all the time. An example where you would not use it is when you are making two dodges, and the first is less difficult (for instance dodging away from a marker then into a cage). In this case you often want to reroll the easier dodge and save break tackle for the harder dodge.
* Dump-Off - Plenty of cases where using this might be a bad idea.
* Juggernaut - Obviously if you have Block and Juggernaut there's a choice. That alone would just put it in the "Calculatable Circumstances" category, however I'd say there are also other times when you wouldn't use it because a both-down result may be preferable.
* Kick - The biggest benefit this skill gives is a choice between two landing locations for the ball.
* Kick-Off Return - Fairly clear cut to me.
* Stand Firm - I think there's a lot of situations where you might not want to use this.
* Pass - As per the current behaviour, by default ask the player whether to reroll fumbles and inaccurate passes as they may prefer one to the other.
Know in advance
The following are skills for which there are cases when you wouldn't use them, but you always know ahead of time (and during your turn) that such a case might be about to occur. So, the client simply needs a way of temporarily switching these skills to ones it asks about. This minimises the number of popup windows in most cases, without reducing people's choices in the more obscure cases.
* Accurate, Pass (on success), Strong Arm, Nerves of Steel (when passing) - Sometimes a fumble is better than an inaccurate pass. Also there are rare circumstances where you might want an inaccurate rather than an accurate pass - for instance a desperate play to get a ball further than the maximum passing range. Both of these situations are known in advance of making the pass. One exception is when using dump-off. A way to fully support these being optional (although I admit it's a little ugly) would be to have three options when asking to use dump-off - "yes", "no" and "yes and make passing skills optional"
* Sneaky Git - You may want to get a player sent off to protect them. You'll know that before you make the foul
* Strip Ball - Sometimes you might want the ball to be dropped from a certain position, so you let them hang on to it for now. You'll know that before you make the block
* Big Hand, Sure Hands - Normally if you move the player onto the ball, you don't want fumble it. However, imagine you are going for a throw team mate one turner, and none of your players have quite enough movement to pick up the ball and hand off to the thrown player. It might be possible to fumble the ball to a player near the ball, who will then effectively have two extra movement to get the ball and handoff to the player about to be thrown. However you know in advance that you might want to fail a pickup
* Sure Feet - You may wish to fail a GFI to put a prone player in a specific location.
* Two Heads, Dodge (while moving part), Stunty (ignore tackle zones when dodging part), Titchy (+1 to dodges part) - There are rare scenarios where a prone player on a specific square is desirable. Prone players are harder to move away than standing ones, and may be used to block key squares from the opponent's movement.
Optionally Ask
The final group are the skills which you almost always want to use, but in some rare circumstances may not. These circumstances are not easily identified by the client, and may occur during your opponent's turn when you don't have time to disable the skills temporarily. These are skills which advanced users may choose to make optional, as long as they are happy to deal with the increase in popup windows they need to respond to. However, many people would be happy to just leave these as always used, which should be the default.
* Regeneration - If your last player on the pitch gets Badly Hurt, you may prefer not to regenerate that result, to avoid the player landing back on the pitch where it could get gang-fouled and killed instead.
* Thick Skull - Similar to regenerate, sometimes it's better to leave the pitch. I'm not sure if this skill is meant to be optional anyway though.
* Dodge (block dice part), Block - Most of the time you don't want your player to go down. However, if you're defending against a chain-push one turn touchdown attempt, in danger of going into the crowd, or in danger of being pushed next to a claw + might blow + piling on monster, then you're better off going down. Or, if you have jump up (and high armour!) you may prefer to fall somewhere that's in the way for your opponent. Although most of these examples involve a pushback, and therefore apply more obviously to dodge, they can apply to block if you're worried about a second player pushing you into a bad position when the first one failed.
* Wrestle (against block) - If the opponent is trying to get out of a bad position (e.g. on the sideline) and would prefer to go down than stay standing where they are, then you may choose not to use wrestle, even though they have block and you don't. While you do then have to make an armour roll yourself, you also force them to either stay standing, or make an armour roll themselves as well - and cause a turnover if it's their turn.
* Diving Catch, Catch, Nerves of Steel (when catching), Extra Arms - Most of the time you only reroll failed catches. However, there are cases where you don't want to catch the ball at all. A common example is when a player who has already moved catches a bouncing ball, you may prefer he fumble it so that a player who hasn't moved can pick it up and pass it - especially if it's the last turn of the half!
* Disturbing Presence - Any situations where one player wouldn't use a skill like Accurate or Big Hand and the like, their opponent similarly may not want to use Disturbing Presence for similar reasons.
* Prehensile Tail - The opponent may in rare cases wish to fail their dodge in order to place a prone player in a specific location, as prone players are harder to shift than standing ones.
EDIT Here's a list of edits made to account for some of the comments made. Thanks to all the helpful comments:
1. Grab/Sidestep moved to calculatable circumstances, because of the possibility of disabling them to force a chain push or crowd surf.
2. Wrestle rule changed to "Ask unless one player has block and the other does not", to cover the case of always using block in preference to wrestle against an unskilled player. Also added a mention of the case of both players having wrestle.
3. Made specific mention of guard against a foul.
4. Moved the dodge (on movement) related skills as well as sure feet to other sections, to account for cases where you may wish to place a prone player in a specific location.
5. Added a discussion on valid reasons for collusion.