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• View topic - Death Roller

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Death Roller

THE DUNGEON : The place to share your game experience.
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Evilstein

  • Posts: 227
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Death Roller

PostMon Jun 04, 2012 10:30 pm

Hello, The Death Roller yeah…

First I would like to tell you that I’m a Blood Bowl veteran. Secondly, the Dongeon Bowl rules don’t allow the death roller.

“ Dungeonbowl teams can have up to 16 players, and can include up
to two blitzers, four blockers, four catchers, two throwers, one star
player, and any number of linemen”


But it’s ok for me to add the Big Guys and the death roller….BUTThe death roller doesn’t suffer from the penality of "secret weapon", as the gob chainsaw etc….

So we have to make some gameplay balance. I know you don’t know well Blood Bowl, so you should use your "Lutece French BB Veterans" contact to make the deal.

For exemple, the cost of each secret weapon could be +20k. One rule must be that the player can’t go back after being out of play.

Another rule can be on each action, rolls the dice, 1 is ejected (you can use a corruption reroll)….well all in all you have to make something.

F7 player who can’t be ejected is a game breaker, even more in the dungeon where sometime you can’t avoid him.
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juck101

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Re: Death Roller

PostTue Jun 05, 2012 1:38 am

The Deathroller does have the secret weapon skill. No problem on that one.

Its just a very good player in these rules. I think its perfectly fine as a specialist and considering you can have 4 big guys I can't see this special case being a justified problem.

160k is cheap but counter is does not have much development. At 4 skills, 220k rating its probably no better than when it started, which brings some balance.
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MILLANDSON

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Re: Death Roller

PostTue Jun 05, 2012 3:25 am

Evilstein wrote:“ Dungeonbowl teams can have up to 16 players, and can include up
to two blitzers, four blockers, four catchers, two throwers, one star
player, and any number of linemen”


That rule was changed for this game, with the blessing of GW. Basically, the only restriction in Dungeon Bowl is that you can only have 2 loners as permanent members of your team.
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douglowe

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Re: Death Roller

PostTue Jun 05, 2012 1:28 pm

The deathroller is rather cheap for it's impact in dungeon bowl. I'm not sure applying a flat rate extra +20k (or any other increase) to the cost of any "secret weapon" player to compensate though, as this would impact on goblin teams too - whose secret weapons would not be quite so over powered (indeed the fanatic is much worse in the dungeon bowl setting!).

Giving secret weapon an affect similar to bonehead, take root, etc, seems a much better route to take for me. A 2+ roll before each action to make sure you don't get sent off (with team reroll allowed, etc) would make coaches as careful moving death rollers as we currently are moving treemen - making them less mobile and less reliable as a defensive player.
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Coach Jester

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Re: Death Roller

PostWed Jun 06, 2012 7:27 am

i personally always thought the roller should have a "engine stall" skill, at the start of every action roll of 1 on a d 6 cant do a thing... like bone head
or better on a 1-3 it stalls :D
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Evilstein

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Re: Death Roller

PostSat Jun 09, 2012 10:00 pm

Here is a suggestion from The King Lorcan :

Secret Weapons : If you roll a double for the "armor" OR the "injury" roll, your player is send off.

Like for the fouling. The skill "Sneaky Git" apply.
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MILLANDSON

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Re: Death Roller

PostSun Jun 10, 2012 4:36 am

Evilstein wrote:Here is a suggestion from The King Lorcan :

Secret Weapons : If you roll a double for the "armor" OR the "injury" roll, your player is send off.

Like for the fouling. The skill "Sneaky Git" apply.


That's an awful idea - fouling is fairly pointless because of this, unless you have Sneaky Git and/or a lot of guys assisting, and you can't get the assists with breaking armour on normal blocks, meaning you'd basically never be able to risk blocking with it.
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Waldorf

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Re: Death Roller

PostSun Jun 10, 2012 9:46 am

The Deathroller is fine. There are always counter-strategies. This instance of the game was never meant to be balanced. If we mess with one thing the whole house of cards comes down.
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jbecks

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Re: Death Roller

PostSun Jun 10, 2012 7:54 pm

I like the idea of a similar roll to bonehead with rolling a 1 before any action and the engine stalls.
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Evilstein

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Re: Death Roller

PostSun Jun 10, 2012 11:36 pm

Well I realisze why i talking about that , because they will do nothing....
And doing nothing IS awful...

There is a difference between an unbalanced game and an unfair and broken game whith no fun...
The death roller + the bad design of some dungeon = no fun for some games....waiting 25 turns to finish it.
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