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Thespian
Last seen 10 days ago
Phrygerator (20907)
Overall
Emerging Star
Overall
Record
4/0/3
Win Percentage
57%
Archive

2015

2014

2014-04-23 22:39:36
rating 5.7
2014-04-13 06:57:45
rating 4.8

2012

2012-05-14 07:12:42
rating 5.7

2008

2008-09-09 00:23:21
rating 3
2008-07-24 23:34:57
rating 2.6
2008-07-02 21:50:05
rating 3.2
2008-02-04 05:08:37
rating 3.1
2008-01-23 22:41:28
rating 4.3
2008-01-16 23:39:27
rating 3.5
2008-01-10 23:25:19
rating 4.3
2014-04-13 06:57:45
11 votes, rating 4.8
Weirdo Skills
So, as far as I can tell, there are about four types of skills in Blood Bowl:

1. The Reroll: This kind of skill minimizes risk by allowing a player to reroll something they have missed. Dodge, Catch, Pass, Frenzy (kind of), Piling On, and Pro would all be examples.

2. The Modifier: This makes you better at something. Accurate, Mighty Blow, Dirty Player, and the like all give you a bonus to a roll.

3. The Exception: This kind of rule allows you to ignore something. Everyone must abide by the rule, except for you! For example, skills like Block, Nerves of Steel, Guard, Stunty, Big Hand, Jump-Up, Dodge (again!) and even Sprint would qualify.

4. The Weirdo: Allows you to act somehow outside of the normal rules. Kick, Leap, Dump-off, Pass Block, Strip Ball, Shadowing, and Dauntless would be the examples.

In my opinion, 1 & 2 are the types of skills that minimize your risk of a play, especially in combination. Clearly, this is the bread-and-butter of a good blood bowl team where you want to be as consistent as possible. Category 3 includes Block and have several other powerful skills. Weirdo skills don't seem so popular, which kind of surprises me. You would think that allowing a player to do something that no one is normally be allowed to do would be a very sought-after option.

So why aren't they!? Bad design? Too risky?

If I were to design some different "weirdo" skills that were not so niche-y, here's where I would start:

Drag: (strength) Pull a prone player one square. Move in a manner similar to a push result, but in reverse. Each square you pull the player costs you three movement. "Never leave a man behind!"

Dive: (General) If the armour roll from a block is a doubles, the ref calls a penalty against the blocking player. If armour is broken, then roll twice on the injury table and take the worse result. The penalty results in a turnover. "But Ref, didn't you see him shiv me!?!"

Goad: (General) If an opponent chooses a block action while in this player's tackle zone, they must be the target. Does not apply to blitz. If there is more than one player with goad, the attacker may choose which to target. "That's not what your mother said last night!"

Blind: (Passing) Choose an opposing player within range of a quick pass. On a successful agility role, you manage to throw sand in their eyes. The player cannot make a successful catch attempt until they are activated. Once activated, they may receive a pass normally. You must forgo your movement this turn while you gather sand from the pitch. "Catch THIS!"

Escape: (agility) Roll the scatter template and apply it to a player. This is the only action the player may make this turn. Roll a d6 afterwards. On a 2+ you stay on your feet, on a 1, you are prone. This doesn't result in a turnover. "This is a dangerous square to be in! Get me outta here!"

Mangle: (general) Use your assist in a block to lower the AV of the recipient of the block by one instead. Only one player may use this skill per block. "Here! I'll hold him down!"


Would YOU use any of these? Have any of your own weirdo skills that you would like to see used?

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Comments
Posted by Grod on 2014-04-13 08:23:55
I like goad without any consideration of game balance. The rest not really but interesting analysis on the types of skills.
Posted by DrPoods on 2014-04-13 08:35:24
If we are going hog wild, I would like Hypnotic gaze to allow you to control the hypnotised player! Say a Vampire hypnotises the cage corner then the cage corner can be used to block the ball carrier. The player continues to be able to be used until they get stunned or shake it off.

In order to shake it off the player needs to roll a certain number, say against their agility or something. A player simply being able tp shake off HG seems to not really fit the fluff for me.

What do you think?
Posted by Rabe on 2014-04-13 10:09:14
I like the "weirdo" skills a lot. I strive for having them for my Agility Monsters (weird elfballing dwarves) and quite a few other teams just for the new dimension skills like Leap, Pass Block, Dump-Off and Hail Mary Pass offer.

I even dream of teams fully dedicated to one of these (and have recently started to love Slann for their leaping madness).

Interesting analysis indeed.
Posted by Madmin on 2014-04-13 16:31:18
I thought of a skill simulator to mangle but not as powerful, heavy-handed: when a player is blocked by another player who has this skill and the result is stunned or prone, the blocked player is treated as having -1 AV until they stand up.

originally intended it like this as it could make a nice skill for big guys in teams that like to foul like goblins.
Posted by PaddyMick on 2014-04-13 20:22:59
I like it, moar cool rules please
Posted by Nightbird on 2014-04-13 21:22:24
Interesting post.
I enjoyed it, although you coach pic kinda freaks me out! =]
Posted by keggiemckill on 2014-04-13 22:10:44
The only weirdo skill Thespian has, is the ability to freak out nightbird! :)
Posted by pythrr on 2014-04-14 09:59:30
what coach pic?
Posted by Thespian on 2014-04-14 15:11:46
To be fair,I have MANY weirdo skills! ;-)

@DrPoods, I have thought about the same thing, but I have a feeling that it. Hasn't happened because it would unbalance the game too much. It would be cool, but it would have to be rare. I think that is why the weirdo skills aren't too popular...their design has the opportunity to change how the game is played too much. Anytime you have a player than can do things that no one else can, it had better not be something that allows you to win so much more easily.
Posted by Gromrilram on 2014-04-14 18:14:06
intercept team mate.

self explaining... you can intercept a thrown player, if successful you may throw the player back.
if you have "really hungry" as a trait, you may eat the player voluntarily.
horns gives +1 on the intercept roll.
horns + two heads gives +2 on the intercept roll.
Posted by Badoek on 2014-04-15 11:31:10
Really Ugly
prereq: Foul Appearance
FA roll becomes 3+