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Vicen



Joined: Jan 05, 2023

Post   Posted: Feb 08, 2023 - 23:51 Reply with quote Back to top

More simple version:

Wings:
• the player may re-roll when jump over, leap or landing.
• Do not fall automatically after land in occuped square when throwing, but lose the re-roll.


Last edited by Vicen on Feb 12, 2023; edited 60 times in total
Vicen



Joined: Jan 05, 2023

Post   Posted: Feb 09, 2023 - 05:21 Reply with quote Back to top

Optional other skill:

Take-off (X+):
This player may "launch himself" without the help of a big guy.
No SPP and no strenght restriction.
Can't blitz at the same time.
Use X for the launch test and AG for the landing test.

Other rules and modificators are the same than throw team-mate:
• -1 for each tackle zone

• Superb take-off like superb throw:
(nat 6 or X+)
Scatter from target square
No malus for landing

• Succesfull take-off like successful throw:
(miss who are not 1)
Scatter from target square
Malus -1 for landing.

• Terrible take-off like terrible throw:
(miss who are 1 or less after modificators)
Deviate from the player square (some turbulance)
Malus -2 for landing

• Fumbled take-off like fumble trow: Malus -1 for landing
(miss who are nat 1)
Rebond from the player square
Malus -1 for landing.

_________________________

Original message: (first version of take-off)

Fly: this player may "throw himself" without the help of a big guy.
Only one player may do this action by turn in addition to a standard throw team-mate (don't give SPP).

You must do a test:
• If natural 1: Fumble (the player is place prone on his square)
• 1 after modifiers: the player stay on the ground and do nothing else.
• 2-5: Succesful Take-off, the player scatter from the target square. Then do an AG test (+0) to land.
• 6+: Superb Fly, the player scatter from the target square. Have a bonus +1 to land.

Fly modificators:
-0 flash fly
-1 short fly
-2 long fly (you may attempt to go little more far than throw team-mate)
-1 by tacle zone

Land modificators:
+0 Successful Take-off
+1 Superb Fly
-1 by tacle zone
(Do not fall automatically after land in occuped square)

Mouvement restriction:
During this round the player lose all his mouvement points. But still able to attempt to Rush (before take off or after land).

Concerning the One Turn Touchdown:
Max 10 target square, there are still 3 squares to go without movement points (favorable scattering, push push, swoop skill or sprint can make it possible).
But it's 4+ for the take-off, AG ?+ for the landing, and then attempt several times to rush (or block to push before)


Last edited by Vicen on Feb 12, 2023; edited 11 times in total
Sp00keh



Joined: Dec 06, 2011

Post   Posted: Feb 09, 2023 - 13:02 Reply with quote Back to top

You've made it complicated, but you could just say it works exactly like Throw Team Mate

Giving it so much range is a mistake. TTM is 6 squares.
TTM also consumes your Pass action for the turn, which this doesn't seem to


Teleporting 6-10 squares is incredibly powerful, so it needs to be expensive in terms of TV.
It also needs to be risky = dangerous. When doing TTM on stunties, the danger doesn't matter because they're so cheap in TV
But for this, to execute it, you'd be risking big danger to your special, expensive ball carrier?


TTM, or rather one turn scores, are bad gameplay generally because they wreck the normal game flow based on attack + defend. The opponent doesn't get a chance to do any defending against it
It's traditionally accepted on stunties as a tradeoff for them being so bad at attacking or defending ..
To maintain any balance while having this ability on a team would mean they need to be terrible at everything else


Sorry, but I don't like it
I could see something a lot more limited could work, but then I suppose it'd be not much different from Leap or Slann team
sebco



Joined: Feb 14, 2005

Post   Posted: Feb 09, 2023 - 18:19 Reply with quote Back to top

As Sp00key, I think your idea could be simplified using full Throw Team-mate rules : the skill would only allow this player to perform a Special action allowing him to fly, i.e. to throw himself, using Throw Team-mate rules, but with their own PA for throwing and their own AG for landing.

I kinda like the idea, though.

Then, for balance reasons, before to go further, we have to know if you want to create this skill for 1 player (a star player), for 2-3-4 positional players in a roster, or for a full roster. Wink

_________________
I like cheese but don't call me skaven !
Vicen



Joined: Jan 05, 2023

Post   Posted: Feb 10, 2023 - 00:06 Reply with quote Back to top

Thank you for your feedback. Ok doing this more simpler:

Wings:
• the player may re-roll when jump over, leap or landing.
• Do not fall automatically after land in occuped square when throwing, but lose the re-roll.

Take-off (X+):
This player may "launch himself" without the help of a big guy.
No SPP and no strenght restriction.
Use X for the launch test and AG for the landing test.
(Other rules and modificators are the same than throw team-mate and right stuff)

Exemples:
Harpie: 90k |MA 7 | ST 3 | AG 3 | PA 4 | AR 8 | AM (GPS)
Disturbing Presence, Jump, Wings

Griffon: 170k |MA 5 | ST 5 | AG 4 | PA - | AR 10 | S (GA)
Animal Savagery, Claws, Loner (4+), Swoop, Take-off (3+), Wings


Last edited by Vicen on Jul 29, 2023; edited 4 times in total
Vicen



Joined: Jan 05, 2023

Post   Posted: Feb 10, 2023 - 05:50 Reply with quote Back to top

(edit)

Erratic flight:
• the coach does not control the player's movement
• scatter at each turn.
• bounces if it lands on another player's square. The other player do a armor roll (like stab) if it's an opponant.
• if the player goes out of the field during the ricochet phase, he is sent back as the ball (not if pushed out)
• no landing test (always in flight)

Example:
0/3 Bat | 20k | MA * | ST 1 | AG 1+ | PA - | AR 6+ | Disturbing Presance, Erratic Flight*, No Hands, Swarming, Titchy | - (A)


Last edited by Vicen on Feb 12, 2023; edited 10 times in total
Sp00keh



Joined: Dec 06, 2011

Post   Posted: Feb 10, 2023 - 11:26 Reply with quote Back to top

This seems better, the Harpy and Griffon are possibly undercosted / too high STR

Harpy needs a Take Off value. What is Jump?

Bat needs STR, AG, AV values. even if they're 1.
20k is low, but I'm not actually sure what you could do with them on field. they're mostly non-functional.. a bit like Beer Boars
Is Erratic Flight only when moving normally, and not when using Wings? so it's only if they're Rushing?
'Can't be blocked' ??

Is the landing test modified by tacklezones? it'd need to be, otherwise this gives you a 3+, 3+ shot on the ball carrier every turn regardless of cage
Is it possible for players to blitz after using Wings?
Vicen



Joined: Jan 05, 2023

Post   Posted: Feb 12, 2023 - 07:23 Reply with quote Back to top

The idea was that the coach don't control Bats. They are only here for the disturbing presance.
It might be better to make it an Inducement. More simple and less chaotic.

Inducement for Vampires:
0/1 Bat Clouds: 30k
The coach chose a vampire, the player gain disturbing presance during this match.
Vicen



Joined: Jan 05, 2023

Post   Posted: Feb 12, 2023 - 08:54 Reply with quote Back to top

Quote:
Is the landing test modified by tacklezones?

The landing test have the same modificators than the official landing test.

• Superb take-off like superb throw:
(nat 6 or X+)
Scatter from target square
No malus for landing

• Succesfull take-off like successful throw:
(miss who are not 1)
Scatter from target square
Malus -1 for landing.

• Terrible take-off like terrible throw:
(miss who are 1 or less after modificator)
Deviate from the player square
Malus -2 for landing

• Fumbled take-off like fumble trow: Malus -1 for landing
(miss who are nat 1)
Rebond from the player square
Malus -1 for landing.

• And -1 for each tackle zone.

(In fact my first version of fly was more simple than throw team-mate rules. The thing who make it easier with throw team-mate, it's because you know already the rules and don't have to learn an other table)

Sp00keh wrote:
Griffon are possibly undercosted
[...]
Is it possible for players to blitz after using Wings?

No, like it's impossible to throw a team-mate and blitz on the same round. And you already smash a guy if you land on it.

Griffon have animal savagery, so it may fly if one guy is here to tell him (at the cost of taking a beating), but when it is go far, that more complicate to do something. So use take-off is already realy risky. But we may increase the cost to 170k.


Last edited by Vicen on Jul 29, 2023; edited 1 time in total
Vicen



Joined: Jan 05, 2023

Post   Posted: Feb 12, 2023 - 10:12 Reply with quote Back to top

But I think the most simple is to keep the Wings skill only and use it with pogo stick or jump... or right stuff for minus.
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