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 Post subject: All Seasons - Star Player Points and Skills
PostPosted: Sat Jun 13, 2009 10:14 am 
Motor Mouth
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In the last round a couple of coaches encountered some confusion with the Star Player Point System and how to choose skills. Below is an exerpt from the LRB5, please read through it to ensure you know how to pick skills as it is painful to change a skill picked in error on the website.

Thanks

Harroguk

STAR PLAYER POINTS
    Players are able to earn Star Player points (SPPs) in league matches. Star Player points are earned for scoring touchdowns, making complete passes, making interceptions, killing or injuring opposing players, and for earning ‘Most Valuable Player’ awards. Once a player has earned enough Star Player points he becomes entitled to an improvement and may roll on the ‘Improvement table’. Players who survive long enough will progress to become legendary players, with special characteristics and skills that they have picked up over the course of their long career on the Blood Bowl pitch.

    The match report includes boxes so coaches can keep track of the number of Star Player points their players earn during a match. Each time a player does something that earns him any Star Player points his coach should make an entry in the appropriate box on the match report for each point they have earned. At the end of the match upgrade their total score of Star Player points accordingly.

HOW TO EARN STAR PLAYER POINTS
    Star Player points are earned for performing the following actions:
      Completions (COMP):
        A player who makes an accurate pass that is caught by the intended receiver from his own team when the ball comes to rest earns 1 Star Player point. This is called a completion.
      Touchdowns (TD):
        A player who scores a touchdown earns 3 Star Player points.
      Interceptions (INT):
        If a player successfully makes an Interception of the ball after making an Interception roll then they earn 2 Star Player points.
      Casualties (CAS):
        If a player causes an opposing player to be removed as a Casualty then they earn 2 Star Player points. The points are only earned if the player blocks an opponent or is blocked by an opponent himself. Casualties inflicted in any other way (including injuries inflicted by the crowd or from attacks with chainsaws, bombs, or the Stab skill) do not count for Star Player points.
      Most Valuable Player (MVP):
        One randomly selected player from each team who was eligible to play during this match, even if they are now dead, is awarded a Most Valuable Player award at the end of the match. A Most Valuable Player award earns the player 5 Star Player points. Mercenaries and Star Players ARE eligible to receive the MVP, and if they receive it, it is lost to the team. IMPORTANT: A team that concedes a match must give its MVP to the opposing team (i.e., the winning coach gets two MVPs and the losing coach gets none).


STAR PLAYER POINTS TABLE
    Per Passing Completion ...............................1 SPP
    Per Casualty .............................................2 SPPs
    Per Interception ........................................2 SPPs
    Per Touchdown .........................................3 SPPs
    Per Most Valuable Player award ....................5 SPPs

IMPROVEMENT ROLLS
    As players earn more Star Player points they go up in levels of experience and make Improvement rolls. All players start out as Rookies with no Star Player points. Once a player has earned 6 points he becomes ‘Experienced’ and is entitled to his first Improvement roll. Each time that the player goes up another level he is entitled to another Improvement roll. The Star Player points table lists the number of Star Player points that are required to reach each different level. At the end of the match work out how many Star Player points each of the players in your team has earned, and look up their scores on the Star Player points table. If the player has earned enough points to go up a level, then immediately make a roll for them on the Improvement table. To make the Improvement roll, roll two D6, add the scores together, and look up the result on the Improvement table.

SPPs - Star Player Rolls
    0–5 Rookie None
    6–15 - One
    16–30 - Two
    31–50 - Three
    51–75 - Four
    76–175 - Five
    176+ - Six

IMPROVEMENT ROLL TABLE
    2D6 Result
    • 2–9 New skill
    • 10 Increase the player’s MA or AV characteristic by 1 point or a New skill
    • 11 Increase the player’s AG characteristic by 1 point or a New skill
    • 12 Increase the player’s ST characteristic by 1 point or a New skill
      New Skills

    On any Improvement roll you may choose to take a skill from the Normal skill categories permitted for that player. The Normal skill categories allowed for each player are found on pages 53 to 59. For example, a Human Catcher could take a skill from the list of General Skills or Agility Skills. Remember to record the new skill on the team roster. Skills may never be removed from a player.

    Characteristic Increases
      An Improvement roll of 10-12 will increase one of the player’s characteristics. The entry will list the characteristics that may be improved – simply pick one and record the new value on the team roster. Alternatively, the coach may choose to take a new skill instead as described in the previous paragraph. No characteristic may ever be increased by more than 2 points over its starting value or to a value greater than 10. Any additional increases must be taken as new skills instead.

    Rolling Doubles
      If the Improvement Roll is a double (e.g. 1,1 or 2,2 etc), you may ignore the result of the Improvement table (even if it was a characteristic increase) and take a skill from any skill category that this player can access from either the Normal or Double
      column (see pages 53 to 59). For example, a Human Catcher could take a skill from the General, Agility, Strength or Passing skill categories on a double roll.

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Last edited by Harroguk on Mon Nov 23, 2009 8:59 am, edited 1 time in total.

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 Post subject: Re: Star Player Points and Skills
PostPosted: Tue Jun 16, 2009 9:54 pm 
Motor Mouth
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A few players have gained enough SPP to make skills available to them. Anyone who didnt do their skill roles after their game can either...
    Pop into the shop and do them in front of Steve

    PM me and I will roll for you independently, anyone who knows me well will also know that I can't cheat. Rules are rules.

    Lastly you could just wait until your next game and roll infront of your opponent however this will obviously hold up your game whislt you choose your new skills.

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 Post subject: Re: All Seasons - Star Player Points and Skills
PostPosted: Mon Jan 25, 2010 8:12 pm 
Loud Mouth

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Hiya Harroguk - I have a question about the MVP allocation procedure. When randomly determining which player recieves should we be using the counter system over a random dice roll?

The reason that I ask is that in the instance of a coach getting two MVP awards from a conceeding opponent, the random dice method can allow for a single player to recieve two MVP awards (IE: 10 SPP) whereas the counter system eliminates that possibility because the player is "removed" from the pool of random options available after the first "draw."

OK, I could have simply asked, "Can a single player recieve more than one MVP award from a conceeded match?" Thought that I'd better ask to clear this little loophole up as the LRB doesn't cover this.

- Al

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 Post subject: Re: All Seasons - Star Player Points and Skills
PostPosted: Mon Jan 25, 2010 8:30 pm 
Motor Mouth
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A single player can only receive 1 MVP per match. I prefer to roll a dice and re-roll it if it is a duplicate as the counters are a pain.

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 Post subject: Re: All Seasons - Star Player Points and Skills
PostPosted: Mon Jan 25, 2010 8:37 pm 
Loud Mouth

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Okey-kokey, all sorted then (and broadband fast too). Cheers Harroguk.

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