I’ve been dissatisfied with certain aspects of Blood Bowl's ruleset for a while, and I’ve been brainstorming changes that don’t stray to far from their intended impacts, but I think would improve the. The first I looked at were kick off events, the subtle RNG that can occasionally (which I is too often) totally reshape a match. Most kickoff events are fine. I like high kick, I think Get the Ref is great, and I love Rain, Very Sunny, and Blizzard. I have yet to meet any coach who thinks Throw a Rock or Sweltering Heat are good events, though.
In that vein, here are proposed rule changes that would mitigate, but not eliminate the impact of those events. Changes in bold
Get the Ref Throw a Rock
4 Perfect Defense
5 High Kick
6 Cheering Fans
7 Changing Weather (Rain, Very Sunny, Perfect Weather, Blizzard, Sweltering Heat)
8 Brilliant Coaching
9 Quick Snap
Throw a Rock Get the Ref
12 Pitch Invasion
Throw a Rock - Each coach rolls a D6 and adds their FAME (see page 18) to the roll. The fans of the team that rolls higher are the ones that threw the rock. In the case of a tie a rock is thrown at each team! Decide randomly which player in the other team was hit (only players on the pitch are eligible). The player that is hit is stunned.
Perfect Defense - Defensive coach is able to rearrange the players on the field. He may rearrange 6 players that are not in tackle zones up to 3 squares from their current position. Players may not enter or leave the pitch
Sweltering Heat - Roll Roll 1d6+5*. The number shown is how many players on either team, that played in the previous drive, are allowed to set up for the next kick off as teams run out of water to hydrate their players. Coaches select the players that do not set up for the next kick off, and those players may include ones that are in the KO or Injury box. Players not selected to play go into the reserves box.
- Why 1d6+6: The original version of this change used 1d3, and had the result of that roll be the number of players you had to remove from the field. Upon further consideration, this had to be removed as it meant that teams that started and finished a drive at 3 to 5 players had a ⅓ chance of dropping enough players that they could instantly concede. The 1d6+5 also permits that teams have ⅙ chance of not losing any players. The number added to the d6 could go as low as 4 (guarantee of dropping one player) and has high as 7 (keep a full team ½ the time).
Blitz - The defense start their drive drive a fraction before the offence is ready, catching the receiving team flat footed. The kicking team receive a free “bonus” turn: However, players that are in enemy tackle zones at the beginning of this free turn may not perform an action. Defense is allowed to use up to 6 players during this free turn, no more than 2 of which can be in the center zone. The kicking team may use team re-rolls during a Blitz. If any player suffers a turnover then the bonus turn ends immediately.
Pitch Invasion - Roll 1d3. That many players on each team are knocked down, laying face up. The players knocked down are randomly selected. The team with the FAME advantage knocks over one additional randomly selected player on the opposing team.