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  #11  
Old 2nd February 2012, 05:22 PM
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Originally Posted by Morgred View Post
Ok i need to clarify this player in full since he has gained so much interest.. Not that i blame u all, HE IS A BITCH!!

High elf thrower 6 3 6 7 Pass, Safe Throw, +1AG, +1AG, Accurate, Sure Hands, Dodge, -1AV 82 SPP (aprox) ...

Makes life hard!
Yes, but I need to clarify again, that player does not, repeat not, throw long bombs at 2+.

Quick, short and long passes, yes, but long bombs for that player is 3+ for accurate, not 2+.

But yea, nice. Foul and blitz every time it is within range
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  #12  
Old 2nd February 2012, 11:41 PM
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How so?? Not arguing just want to understand.

I see it as AG6 before modification requires 1+. -2 for the long bomb makes it 3+, then +1 for accurate makes it 2+.

Where am i goin wrong?
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  #13  
Old 3rd February 2012, 12:49 AM
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Because if the dice roll is a naural "1" then it automatically fails? I think.
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  #14  
Old 3rd February 2012, 12:57 AM
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How so?? Not arguing just want to understand.

I see it as AG6 before modification requires 1+. -2 for the long bomb makes it 3+, then +1 for accurate makes it 2+.

Where am i goin wrong?
Quote:
Fumbles
Sometimes a player attempting to throw the ball will drop it in
their own square. This is more likely if the player has any
opposing players breathing down his neck! To represent this, if
the D6 roll for a pass is 1 or less before or after modification,
then the thrower has fumbled and dropped the ball. The ball will
bounce once from the thrower’s square, and the moving team
will suffer a turnover and their turn ends immediately.
It is the "after modification" you are missing - Range, tacklezones, accurate and strong arm are modifiers. Long bomb is -2, accurate is +1, so he gets a -1 modifier. Rolling a 2 modifies to 1, so despite it being accurate by agility, the rule of "fumble" trumps the accurate and the pass is fumbled. (And if he chooses to use safe throw, since it was a non-natural 1, he can retain the ball and not suffer a turnover)
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  #15  
Old 3rd February 2012, 12:59 AM
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Wow. Going to bed feeling less stupid there.

Cheers!

Last edited by Barristan; 3rd February 2012 at 01:02 AM.
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  #16  
Old 3rd February 2012, 02:19 AM
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Ahhh.. Makes sense. Thats good then.

We got a little off topic there but im glad we did. I look forward to informing him that the pass he 'makes' on 2 actually fails.
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  #17  
Old 3rd February 2012, 02:47 AM
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And yes, stealing ball from ground with AG 6 is a pain.
This is hurting my apparently undersized brain.

P/u would be exactly the same as throwing with accurate. +1 for pick up -? Tackle zones. So 2 tackle zones would give an overall modifier of -1 correct? Meaning again that AG6 is useless.

Is there a circumstance that AG6 does anything AG5 wouldnt?

And what does that mean for a ST7 Minotaur with break tackle who has been busting into the standard 5 man cage on 2's all season?? Does that mean it should have been 4+??

This is confusing me..
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  #18  
Old 3rd February 2012, 03:01 AM
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Or does a modified 1 only fail when throwing the ball?

It must be..
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Last edited by Morgred; 3rd February 2012 at 03:05 AM.
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  #19  
Old 3rd February 2012, 09:13 AM
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Originally Posted by Morgred View Post
This is hurting my apparently undersized brain.

P/u would be exactly the same as throwing with accurate. +1 for pick up -? Tackle zones. So 2 tackle zones would give an overall modifier of -1 correct? Meaning again that AG6 is useless.

Is there a circumstance that AG6 does anything AG5 wouldnt?

And what does that mean for a ST7 Minotaur with break tackle who has been busting into the standard 5 man cage on 2's all season?? Does that mean it should have been 4+??

This is confusing me..
Quote:
Originally Posted by Morgred View Post
Or does a modified 1 only fail when throwing the ball?

It must be..
Cookietime

Or, well, half a cookie for you.

First, there are two types of 1d6 rolls. Passes, and everything else. (And the "special rules for passes" is introduced in the advanced rules section, which is why that one is often overlooked)

Normal rolls either succeed or fail. Natural 6 is always a success, natural 1 is always a failure, and if neither applies then you put all the modifiers on and compare to the agility table.* (* Pay attention to this word, it will return soon)

Pass rolls neither succeed, nor fail. They can either be accurate, inaccurate or fumbled. Natural 6 is always accurate. Natural 1 is always a fumble. Then comes the special rules - after modifying your roll, you compare it with 1 once more, and if it is 1 now, then it is still a fumble no matter what your agility (but safe throw can convert it into a no-pass). If it is still no fumble, you compare it with the agility table, and if it is a success there you get an accurate pass, else it is inaccurate.

.

Now, the reason for why you only get half a cookie - go back to the agility table. See how it only goes to AG 6? That one is intentional. So AG 7 (which is only achievable with ST 7 and Break Tackle) is no better at dodging than AG 6 is.
So picking up the ball in 3 TZ with AG 6 is 3+, and similarly the break tackle ST 7 minotaur should roll 3+ (not 2+) to dodge into a standard cage.
(This rule more commonly applies to deathrollers, but treemen and very special big guys who have rolled double boxcars can also be affected, just like your leagues minotaur)

.

As for how to introduce your league to the correct rules, I'd suggest warning people in advance, preferably through your league commissioner. (Who might want to houserule in your current interpretations - especially if it his his minotaur or thrower )

.

And just keep asking if anything is unclear - I do not consider us to be off-topic since forcing the high elf to roll 3+ instead of 2+ to long bomb might encourage him to make more gfi:s, or to suck up a 1/9 to not pass instead of a 1/36. Could help you great, could make no difference at all. Welcome to Blood Bowl
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  #20  
Old 5th February 2012, 04:50 PM
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lol
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