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• View topic - What rules can Cyanide change?
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What rules can Cyanide change?

PostPosted: Wed Jul 11, 2012 1:36 pm
by spubbbba
The dungeonbowl rules are a bit of a mess really. They have not been properly updated since the early days of 3rd edition so we have a bit of a hodge podge of rules from crp, an old White Dwarf article and changes Cyanide have made.

But this does present an excellent opportunity to update and playtest these rules to make a truly excellent game on par with normal Bloodbowl.

The teams of Bloodbowl have been vigorously playtested and considering there are 24 very different teams and some are supposed to be weaker then things are pretty balanced really. However Dungeonbowl opens up a whole new area of challenges with mixed teams and a completely different environment to play in.

So I’d be interested to know what if anything GW would allow to be changed.

Can skills be altered?
Some such as secret weapon, kick or kick off return are irrelevant in DB.

Player costs increased/decreased?
These are based on normal BB so may not be appropriate for DB.

Could starting skills and stats be changed?
Another potential way to balance teams would be to alter starting skills. A Halfling Treeman being 0-2 and losing loner is fine in BB but makes it far more effective if you can add it to a human or dwarf team.

Players available in the mixed teams changed?
This has already been changed from the old rules and I’d be in favour of instead of the tertiary option being a whole team it would be just a single player 0-2 such as ogres, goblins or werewolves.
Also several teams have been added to the normal game since that White Dwarf article was published so it would be a shame to lose them.