|The Human League
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|Author:||RoninOakcleaver [ 02 Sep 2008 11:08 am ]|
|Post subject:||The Human League|
No not the 80s synth pop band!
This idea has been floating for a while – thought I would put it into writing…
Each coach starts a rookie Human team and all the teams form a separate league from the LBBL.
The league would be run in the same way as the LBBL with one exception: transfers!!
Transfers can be conducted between any team, but not take up more spaces on the roster than is allowed – so no more than 16 players total, no more than 4 blitzers etc
In addtion, when a team loses a game, the player on the team with the most SPPs might hand in a transfer request. Roll a dice and on the roll of a 1, you must invite bids for the player and accept one of the bids, if any are made.
I would also suggest that players will become unhappy if not enough people are seeing them play. If the Gate for a game (total) does not exceed 10% of the value of the highest value star on the team, the coach has to pay 10K from the treasury to keep the players happy.
|Author:||RoninOakcleaver [ 03 Sep 2008 01:07 pm ]|
Ok Pete in discussion with Julian had another good idea which would replace my last point about the gate:
Money could be generated by “ticket sales” 10gp per ticket, so if the gate is 30,000 a total of 300,000gp is taken, this will be divided equally between the 2 teams. The usual d6 roll (with fame and winning etc) is still done.
E.g. If the gate is 30,000 the winner gets 150,000 + d6+1 so he may get 220,000 (230,000 with fame),
After this roll the manager must pay the wages which are equal to 10% of the team value (not inc rerolls), so that will include players, apoths, cheerleaders and coaches.
Eg a rookie human team of, 4 blitzers, 1 Thrower, 1 Catcher, 4 Linos and an Apoth (worth 750K), would have to pay 75,000gp in wages.
So giving the above values, money banked after the match (for that winner) would be 155,000, bearing in mind that rookie teams would not be able to win that much as they only have 2 Fan Factor so the gate would be a lot smaller.
I think this is a pretty good idea actually, will lead ot a lot of money in the game which will help stimulate transfer activity. we also thought it might be good for teams to start with 1,250,000 so they can bank 250K in case they get into difficulty paying their players or can spend it on additional re-rolls if they want!
If a coach couln’t pay all their players then they must decided which players they can’t pay and those players would hand in a transfer request as per my original post.
|Author:||snailracer [ 04 Sep 2008 08:54 pm ]|
The more I think about this the more I like it. It adds a different dimension to the way we play the game and gives a much more level playing field for a league.
I’d quite happily play a human team for a bit of a laugh in a Human only League. We would have to make sure it doesnt take over from the LBBL (unless we all decide we want it to).
I still like the human pub league rules and would like to try them (750k starting, basically all linemen with a few positionals and the chance that players dont turn up or leave permanently for the big leagues).
I also think the Human League needs the ‘Don’t you want me baby?’ rule. Any player put up for transfer who isnt bought suffers from a Niggling Injury; dented pride
|Author:||RoninOakcleaver [ 26 Sep 2008 10:24 am ]|
I have collated some ‘official’ rules for the Human League based on conversations and comments to try and get them all down in one place.
Human Pro-League Proposed Rules
1. The league participants shall be Peter Spence, Richard Jackson, Giles Machell and Matthew Lambert.
2. Each coach will be given 1,250,000 GP to start a rookie Human team for entry into a separate league from the LBBL.
3. The rookie team will be made up from the following roster:
4. The league season will consist of 6 games, two games being played against each opponent in the league. Each coach will gain 3 points for winning a game and 1 point for drawing a game. At the end of the season the coach with the most points is the winner of the league.
5. When the gate is rolled before each game, multiply the figure by 10 to get the ticket sales in GP. The ticket sales are divided equally between the two teams, the money being place in their treasury before kick-off. This does not affect the winnings roll made at the end of the game.
6. At the end of the game the coach must pay his players for their services. Each player needs to be paid 10% of their value or they will hand in a transfer request. If the coach hasn’t got enough money in the treasury to pay the whole team he must decide which players to pay and which to lose.
7. In addition if you lost the game, you must roll a dice for the player on your team who has the most SPPs (coach’s choice if drawn). On the roll of a 1 this player hands in a transfer request regardless of being paid or not.
8. When a player hands in a transfer request he is put up for sale. Any other coach in the league may offer an amount of money from their treasury to secure that player’s services for their own team. The amount offered must be at least equal to the value of the player.
9. No coach may bid on a player that would exceed the limits of the roster, e.g. a fifth catcher. Any coach may offer players on their team in exchange or as part of a bid – this is up to the coach’s discretion and does not need to necessarily reflect the value of the player being bid on or offered in exchange e.g. a coach could offer a 90K blitzer in exchange for a 70K catcher.
10. The coach whose player is being bid on must decide which of the bids to accept. If there are no bids, or if none of the bids is acceptable, the coach may sell the player to the International leagues for that player’s rookie value, e.g. a thrower would be worth 70K even if they had several skills.
In the case of each concept below a group decision needs to be made as to whether to introduce the concept (or some variation on it) into the official rules. Some of the concepts are variations on a theme and therefore will contradict each other.
A. When buying rookie players the coach may buy youth players from the team’s academy. These players fill the standard slots on the roster. They cost 50% (rounded up) of the listed roster price to buy, but count as normal roster value after they are purchased. They come with the negatrait ‘youth player’, which is as follows:
B. At the end of every ‘round’ of games (when the four coaches have all played one game each) there is the possibility of players becoming available to buy on the international market. First roll a D3 to see how many players become available. Then for each player roll a D6 to see what type of player they are;
C. Each Coach starts the league with a ‘Magic Item’ card: The Captain’s Armband. Before each game the coach can chose which, if any, of his players should wear the Captain’s Armband. Once put on the Armband stays for the duration of the game. Chose one player on the team to be a captain and roll a D6;
D. Teams are restricted in their ‘specialist’ development, reflecting the true nature of finding good Blood Bowl players. One of the following (consensus decision) rules will apply to reflect this in the League.
|Author:||snailracer [ 26 Sep 2008 04:49 pm ]|
I think i like most of that.
Only query is about buying players; are teams restricted to only buying those players available on the transfer market and players from their youth division? can you just buy players or do they have to be available?
Also I dont think youth players are bad enough to only cost 50%; possibly have a ST/AG reduction (depending on player type) until their first upgrade?
So I think I like everything except D.
Oh yes and what about inducements?
|Author:||RoninOakcleaver [ 26 Sep 2008 05:36 pm ]|
Having discussed this a bit further with Pete and Ju I think the idea was to go for option D5 – teams can only purchase straight out rookie linos and Halflings.
So to sort of clarify the answer to your first question a team can only buy Linemen, Halflings, youth team linemen, youth team halflings and any players available for transfer, be it internationally or from other teams.
|Author:||snailracer [ 18 Jul 2011 05:22 pm ]|
|Post subject:||Re: The Human League|
I think I still like most of the above rules.
I think we should go for a scottish football style league. play home and away twice against every team. Makes the league a lot longer and will bring a lot of these rules into play.
I would also adjust the transfer requests to say that players will only hand in a request once over a certain spp value AND they have the most spp’s on the team when they roll a 1. Probably at 31 when they are an emerging star.
|Author:||RoninOakcleaver [ 18 Jul 2011 05:52 pm ]|
|Post subject:||Re: The Human League|
Yeah that sounds good. Having just read over the posts I like the sound of it all. Next time we meet up we should discuss it and agree on the exact set of rules we want to use.
|Author:||snailracer [ 05 Aug 2011 05:32 pm ]|
|Post subject:||Re: The Human League|
Just had a go at making a team. 1250 starting is a lot. For that you can have all positionals, three linos and an ogre, plus 3 re-rolls. Thats quite a team to start with.
May I suggest dropping it to 1100 starting? Still allows you to get a decent team but forces you to make a decision about the direction your team will go in rather than just picking everything.
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