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SeriliKirico



Joined: Sep 13, 2017

Post   Posted: Dec 19, 2024 - 19:01 Reply with quote Back to top

Just a funny thought: what if we added a new option to the Pass action when you've successfully rolled for accurate pass to turn it into inaccurate one - but the one that is much harder to intercept? Like, you need to roll for interference successfully twice in a row? The fluff being that you are making a curved throw and the ball i traveling along a trajectory that's very hard to predict. That also would make OTB and Diving Catch a bit more viable.
Drrek



Joined: Jul 23, 2012

Post   Posted: Dec 19, 2024 - 19:41 Reply with quote Back to top

Deflections are already most often "roll a 6 to do a thing," and interceptions even rarer than that. They basically never happen, and we have already even have a skill with safe throw that stops interceptions, and that skill is garbage. And if you are really worried about deflections you can position yourself to not have an enemy player between you and your player.

Deflections/Interceptions are a rarely used part of an infrequently used part of the game (passes basically never happen for more teams than not). Its not really worth adding more niche rules to it.
SeriliKirico



Joined: Sep 13, 2017

Post   Posted: Dec 19, 2024 - 20:32 Reply with quote Back to top

Any player is capable to do interference with a chance of at least 1/6 (agile players have even better chances) - and that's huge, it's often enough to not consider throwing the ball at all. Safe throw doesn't stop interceptions, it forces you to reroll successful roll once. And yes, it's a garbage skill you'll never take - what makes the suggested option even more reasonable. Having it for free and be able to choose to use it depending on situation could lead to some interesting plays.
Drrek



Joined: Jul 23, 2012

Post   Posted: Dec 19, 2024 - 20:49 Reply with quote Back to top

Even Agile teams barely ever throw the ball, especially where there would have to be an opposing player in the way, beyond hail mary plays. This would be a barely, if ever, used rule in a game that is already massively complex with tons of rules. It is absolutely not worth it.

If you are finding yourself throwing over opposition players enough that you want this, you should be re-evaluating how often and how you decide to throw it.
smeborg



Joined: Jan 04, 2019

Post   Posted: Dec 19, 2024 - 20:58 Reply with quote Back to top

I think there is a more subtle point here.

There are occasions (perhaps rare, but they occur nevertheless) where you want something one of your players does to fail. I think it would be nice in such circumstances:

- If you could re-roll a success (in the hope of failing) using either a re-roll skill, or a Team Re-roll, or Pro.

- If you could choose (in FUMBBL) not to use a RR skill (e.g. Catch, Dodge etc.) when the first re-roll has failed.

This applies potentially to most/all re-roll skills and other situations.
Drrek



Joined: Jul 23, 2012

Post   Posted: Dec 19, 2024 - 21:08 Reply with quote Back to top

I can't imagine it being worth it to be asked every time you fail a dodge if you want to reroll dodge for the less than 0.1% of times that you wanted to have that player fall down. You're adding annoying clicks into a program for something that will come up extremely infrequently.
SeriliKirico



Joined: Sep 13, 2017

Post   Posted: Dec 20, 2024 - 16:59 Reply with quote Back to top

Drrek wrote:
Even Agile teams barely ever throw the ball, especially where there would have to be an opposing player in the way, beyond hail mary plays. This would be a barely, if ever, used rule in a game that is already massively complex with tons of rules. It is absolutely not worth it.

If you are finding yourself throwing over opposition players enough that you want this, you should be re-evaluating how often and how you decide to throw it.


That's a lot of theorycrafting, honestly. As somebody who plays agile teams mostly, I can attest I throw the ball once per each few matches at least. It's not a go-to strategy, but it's a chance game with a lot of variety which you don't control, and you often need to deal with what you have, not some "ideal scenario" from some guide out there.

And being a barely used rule doesn't make it less interesting one. Wizard is rarely seen to be used too, but it's a great rule allowing a lot of tactical play.
Drrek



Joined: Jul 23, 2012

Post   Posted: Dec 20, 2024 - 19:37 Reply with quote Back to top

Wizard is not rarely seen used. Watch any major tournament on this site and you'll see plenty of wizards. Its rare in game finder matches on here to see wizards, but that's because its rare to see games scheduled that have large TV differences. If you have such a TV difference, a wizard is one of the best things you can be doing. And when a wizards are in a game, they will be used, almost every time.

There is a complexity cost to just adding more rules to a game, and the more complex a game is, the higher that cost is. This is already a very complex game. The higher the complexity of a game, the harder it is to get new players to play it. If you are going to add more rules, they should be ones that will actually impact the game. I can guarantee this would barely ever do so.
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