antipixi
|
Chip Kick Skill Idea [Grubber Kick added 12/11]Ok this is an idea I had whilst thinking about how often rugby backs chip the ball into the air and then chase up underneath it.
It adds kicking to the game but not with a considerable change to any of the core mechanics. My suggestion is:
Chip Kick (Skill/Advanced) This player has developed the technique of kicking the ball high in the air and then chasing it down. Instead of a throw challenge once per action the player can delcare the he/she is chip kicking the ball. Work out the chip kick as if it were a throw in all aspects except that the ball does not land and therefore cannot be caught until the end of their opponents next action.
I put this as an advance skill so that only dedicated players will gain it. I think that it adds another tactical edge to the game without seriously disrupting the flow.
I intend to try this skill out, but I wondered what others thought. I know that it's only going to be a house rule. But I thought that I'd share it just incase anyone else wanted to give it a go.
EDIT (12/11/07): I've added my idea for Grubber Kick here so that I can find it quickly later myself.
Based on what Brownrob suggested I will be trying out the following skill in some of my games with friends.
Grubber Kick (Skill/Advanced) This player has the ability to kick the ball along the ground and the use the disruption as opposition players scramble for the loose ball to dodge through behind the ball.
Once per action the player may make a Grubber Kick challenge.
| Code: | Grubber Kick
-------------------------------------------
Attribute: Skill
# of successes needed: 1
# of paces needed: 1
-------------------------------------------
Each adjacent standing team-mate forward facing your player: -1
Each adjacent standing opponent forward facing your player: +1
-------------------------------------------
Flop: Ball bounces 1 pace in a D6 direction from the Thrower's position. SiM.
Not getting the number of successes needed: The ball travels the player's Might +2 paces, starting with the hex directly in front of the kicking player. For each hex the ball enters roll to see which hex the ball will move to;
(3-4)
_
(1-2) / \ (5-6)
Where the (3-4) direction is the same as the players front facing when the ball was kicked.
Getting the number of successes needed or more: The ball travels as above and once the balls final position has been determined, as long as the player follows the path taken by the ball he/she may spend momentum counters to reduce the number of successes needed for any disengage rolls to a minimum of 1. Each counter spent lowers the number of successes needed by 1.
--------------------------------------------
If the ball enters a hex containing a white line it bounces D6 paces in a random direction as normal.
If the ball enters a hex containing a player they may attempt to a catch challenge requiring 1 additional success owing to the awkward bounce of the elfball. If an opposing player catches the ball a SiM happens immediately. |
Any feedback would be greatly appreciated. I know that at first glance it looks complicated, but I played it through on my own a few times with different set ups and it seemed to work quite smoothly.[/b][/code]
|
brownrob
|
how about chip kicking to another player, and tackling them whilst in midair (assuming they caught the ball), still with the limit on 1 tackle per turn, and you must attempt to tackle the player that caught the ball
Also a grubber kick, when you can kick the ball along the ground and run after it, gaining a +1 modifier for disengaging as the opponents are about to turn on their heels to protect the ball. The ball may be kicked up to a distance equal to your skill (or might) and the ball moves in a random fashion as its an elfball. Choose a forward facing for the ball and roll a d6, on a 1-2, the ball goes to the left facing, on a 3-4 the middle and 5-6 right facing, repeat for each hex moved, the facing may be altered after each hex moved. if the ball enters an opposing hex the opponent may attempt a pickup challenge, which is passed result in a SiM. After the ball comes to rest and is still on the ground, the player may attempt to dash after the ball and attempt to pick it up themselves
I guess that could be made more concise, but would be sweet to do a grubber kick and try for a tight score with a low dodge player :D
|
GalakStarscraper
|
Re: Chip Kick Skill Idea | antipixi wrote: | Ok this is an idea I had whilst thinking about how often rugby backs chip the ball into the air and then chase up underneath it.
It adds kicking to the game but not with a considerable change to any of the core mechanics. My suggestion is:
Chip Kick (Skill/Advanced) This player has developed the technique of kicking the ball high in the air and then chasing it down. Instead of a throw challenge once per action the player can delcare the he/she is chip kicking the ball. Work out the chip kick as if it were a throw in all aspects except that the ball does not land and therefore cannot be caught until the end of their opponents next action.
I put this as an advance skill so that only dedicated players will gain it. I think that it adds another tactical edge to the game without seriously disrupting the flow.
I intend to try this skill out, but I wondered what others thought. I know that it's only going to be a house rule. But I thought that I'd share it just incase anyone else wanted to give it a go. |
That's a cool skill and one I'll be writing down for future notes.
Galak
|
antipixi
|
Re: Chip Kick Skill Idea | GalakStarscraper wrote: | That's a cool skill and one I'll be writing down for future notes.
Galak |
Thanks!
I like Rob's Grubber kick idea too so I'm going to play around with it and try to word something that is practical for playing because it is a bit vague at the moment.
|
Mad Jackal
|
I like it too.
BUT, this skill as written doesn't allow the kicker to get under it and catch it. Nor does it allow a team mate to get under it and catch it?
Which kinda turns it into a really funny pass and not the intended up and under.
Or am I reading it wrong?
I say it has potential, but it might not "be there yet" for me.
|
GalakStarscraper
|
| Mad Jackal wrote: |
Or am I reading it wrong? | yes I think so ... the player that threw the ball could use the rest of his Jog to move to the hex where it is going to come down.
|
Mad Jackal
|
| GalakStarscraper wrote: | | Mad Jackal wrote: |
Or am I reading it wrong? | yes I think so ... the player that threw the ball could use the rest of his Jog to move to the hex where it is going to come down. |
Heh heh.
There is that. How did I miss that?
Instead of passing he may. etc etc.... Guys can pass and move after.
Thanks for clearing that up.
|
bouncergriim
|
New skills are always interesting, but I hope that elfball doesn't get excessive in the number of skills overall. In FF it is so tough to keep track of every single skill and how it interacts with other skills.
It might just be me, but I like to keep things a little more stream lined. and balanced. Something like each attribute has 1 basic and 2 advanced including player type attributes.
|
mattwakeman
|
| bouncergriim wrote: | New skills are always interesting, but I hope that elfball doesn't get excessive in the number of skills overall. In FF it is so tough to keep track of every single skill and how it interacts with other skills.
It might just be me, but I like to keep things a little more stream lined. and balanced. Something like each attribute has 1 basic and 2 advanced including player type attributes. |
+1
Although soon I will sound like a broken record there is enough teams and skills right now, all that we need is lots of games played so people can give opinions based on what has actually happened in front of them. We need to see which roosters work perfectly and what skills are just that little bit better than others. I don't see anything in this game which appears to offer the extreme boredom of always choosing Block but I just want to hear more evidence of games leading to suggestions rather than suggestions being offered by themselves.
|
Dark Lord
|
| mattwakeman wrote: | | Although soon I will sound like a broken record there is enough teams and skills right now, all that we need is lots of games played so people can give opinions based on what has actually happened in front of them. We need to see which roosters work perfectly and what skills are just that little bit better than others. I don't see anything in this game which appears to offer the extreme boredom of always choosing Block but I just want to hear more evidence of games leading to suggestions rather than suggestions being offered by themselves. |
Broken record or no, this is truth.
As I have said many many times. Some gamers like to tinker and some gamers like to play. I am firmly in the second camp and get annoyed by lots of changes to rules.
I hear that D&D 4.0 is coming out soon...sigh. 2nd edition lasted for like 12 years and in the last 7 years we will have 3 editions for D20. Sorry, I'll be playing 3rd or 2nd ed. Not 4.5.
I hope Elfball doesn't go down this road.
A really good example IMO is Doom: The Boardgame. It was released with a few blemishes but instead of packaging a whole new box set and forcing players to buy it, they fixed the rules, posted them online and created an expansion pack that actually brought a new dimension to the game.
If more companies tried that approach rather than the strong arm, greedy approach customers would stick around. And they'd probably make more money than they would trying to get people to buy newer and ever more "streamlined" rules...streamlined meaning more dumbed down.
|
GalakStarscraper
|
I do promise that I'm done changing the rulebook.
Its where I want it.
Stuff like this skill ... are cool and I'll write it down ... but that doesn't mean I'm running out to modify the rulebook.
Galak
|
antipixi
|
Re: Chip Kick Skill Idea | antipixi wrote: | | I intend to try this skill out, but I wondered what others thought. I know that it's only going to be a house rule. But I thought that I'd share it just incase anyone else wanted to give it a go. |
I just posted the idea of this skill to share something that I thought sounded fun. Normally I'm in the play the game camp and wish people would leave things that work be.
In this case I just thought it sounded a nice idea. I didn't intend it to be added to the core rules.
|
antipixi
|
Not sure why the writing was so big on that last post.
|
mattwakeman
|
Re: Chip Kick Skill Idea | antipixi wrote: | | antipixi wrote: | | I intend to try this skill out, but I wondered what others thought. I know that it's only going to be a house rule. But I thought that I'd share it just incase anyone else wanted to give it a go. |
I just posted the idea of this skill to share something that I thought sounded fun. Normally I'm in the play the game camp and wish people would leave things that work be.
In this case I just thought it sounded a nice idea. I didn't intend it to be added to the core rules.  |
I realised when I had posted what I did that it could be read as an attack on your particular suggestion and I want to assure you that this is not the case. I like the sound of your skill and think that it merits some playtesting to see what it is like. I like that Elfball is a game that is getting people thinking about it and making suggestions but I am just wary the Elfball doesn't start to go down the route of the other game in which changes lead to patches and then the game gets out of control.
At this point in time if somebody told me that I had to choose which are the best three (or two, or even one) skill that a player should take I wouldn't be able to tell them because I simply haven't played enough games. So all I keep banging on about is that we need data. But at the same time I am hardly in a position to be making it sound as though I am discouraging people to be making suggestions!
|
bouncergriim
|
I would like to second this notion. I am ready for some things to be set in concrete so it is easier to see what is going on and if any tweaking needs to be done after more playtesting and input from players. So actually suggesting ideas isn't bad, just any attempt to implement them this early is a bit hasty.
So skill ideas and suggestions are kinda like suggestions on new minis at this point (as mentioned in another thread). They will go into consideration, but it will be awhile before anything is seen in reality.
Secondly, I like the idea that if you want to add something down the line a supplement would be okay as long as it doesn't reset the primary rules.
Lastly, I do really enjoy the friendly feel of this forum and I haven't run across any post that I see as really trying to say anyone else's serious ideas are stupid or pointless. And most ideas put forth or discussed have thought behind them not just a statement of disgust.
|
antipixi
|
No offense taken. Thank you for your comment. I too have not played enough games to know which skills are the best yet.
|
antipixi
|
I've added Grubber Kick to the first post.
I would appreciate any feedback about the mechanics of the skill. I've added it for house rules purposes because I wanted to add kicking to the games I play.
Chris
|
|
|