Making Perms Less Permanent

Making Perms Less Permanent

From the recent piling on change, to the bank rule, to spiralling expenses, and as far back as the dirty player nerf there have been multiple attempts by the BBRC and Cyanide to decrease the long-term strength of bash teams over the years. This is under the belief that, whether you call them pixel-huggers or not, new coaches enjoy the team development aspect of the game and do not like to see their players die. The proposed changes will not attempt to solve the issue of clawpomb and fouls being both inconsistent and capable of wildly swinging a match, and will mostly not lead to on-pitch gameplay changes. The proposed rule changes will instead look at the injury table.

The injury table lists death as only occurring on a roll of 6, however it is fair to state that for most coaches any permanent injury leads to a player being retired, and is effectively a death. In that mind, these proposed changes will decrease the rate at which permanent injuries occur. Inspired by how in professionals sports, most injuries aren’t deaths or players missing multiple games, they will be replaced by players missing multiple games.

The proposed table change

D68 Curreent Result Current Effect Suggested Result Suggested Effect
11-38 Badly Hurt No long term effect Badly Hurt No long term effect
41 Broken Ribs Miss next game Broken Ribs Miss next game
42 Groin Strain Miss next game Groin Strain Miss next game
43 Gouged Eye Miss next game Gouged Eye Miss next game
44 Broken Jaw Miss next game Broken Jaw Miss next game
45 Fractured Arm Miss next game Fractured Arm Miss next game
46 Fractured Leg Miss next game Fractured Leg Miss next game
47 Smashed Hand Miss next game Smashed Hand Miss next game
48 Broken Jaw Miss next game Broken Jaw Miss next game
51 Damaged Back Niggling Injury Damaged Back Miss next 2 games
52 Smashed Knee Niggling Injury Smashed Knee Miss next 2 games
53 Smashed Hip -1 Movement Allowance Smashed Hip Miss next 2 games
54 Smashed Ankle -1 Movement Allowance Smashed Ankle Miss next 2 games
55 Serious Concussion -1 Armor Value Serious Concussion Miss next 3 games
56 Fractured Skull -1 Armor Value Serious Concussion Miss next 3 games
57 Broken Neck -1 Agility Fractured Skull Miss next 3 games
58 ​Smashed Collar Bone -1 Strength Fractured Skull Miss next 3 games
61 DEAD Death Broken Neck Miss next 4 games
62 DEAD Death Broken Neck Miss next 4 games
63 DEAD Death Smashed Collar Bone Miss next 4 games
64 DEAD Death Smashed Collar Bone Miss next 4 games
65 DEAD Death DEAD Death
66 DEAD Death DEAD Death
67 DEAD Death DEAD Death
68 DEAD Death DEAD Death

Initial versions of the table removed death entirely. However, certain players (wadancers and gutter runners come to mind) are balanced not only by the fact that they fail to reliably stay on the pitch, but by the fact that they will die. The change’s full intent is to both decrease permanent death, while allowing injuries to have long lasting, if different, impacts on league play. Coaches will now have to decide whether to keep players who will be missing multiple games or whether they should simply fire them and try to develop a new player quickly.

BB2 Champion Ladder Admin Team

Or play rez with progression? 😉

I don't think your initial assessment of what the intentions were is accurate. They weren't looking to change the long term strength of bash but to remove their ability to remain at very high TVs. The target TV range for play was (and is for BB2016) 1400-1900TV (source was Tom on TFF and Andy on FB). Reductions in attrition will increase the TV teams are able to maintain. It's worth noting that things like the PO nerf came alongside Seasons and retirement, giving a different source of attrition. Originally there was ageing which was disliked because it was so random and entirely off-pitch so it was removed; Claw was added to create a race-neutral means of attrition but people complained about CPOMB so PO was nerfed; now there is Seasons which gives players another race-neutral means of player loss but some control over which players they lose.

That said, I do like some of this aspect. It could work nicely as an option to "rest the player" for that many games instead of taking a stat loss on the original casualty table. What might also be fun is the option to use an Apo post-match, with a 1 roll meaning the stat loss is taken and a 6 meaning a full heal and no games are lost; [original number of MNG] - [roll of 2-5] could be the number of games missed instead (or something similar - I'm spitballing).

Multiple match MNGs was something that was suggested back in the Vault days (so mid 2000s, prior to LRB5) and was basically veto'd by Jervis Johnson because it "was too easy to get confused on" (paraphrasing a bit).

Not saying I agreed with him, nor that it is a bad idea, just saying it was something that has been suggested and considered in the past.

@dode74 said in Making Perms Less Permanent:

Or play rez with progression? 😉

This. Actually, multiple-matches MNGs instead of injuries and death would (imo) fit nicely into Rez-with-progression mode, and would spice up it a bit, at least providing some minor long-term consequences for reckless on-pitch behavior, but still without any permanent effects. Nothing needs to be changed for core rules though, beyond what already is being done with the latest edition of them. It's already more than fine, with Redrafting taking care of additional long term attrition both for bash and agility/hybrid teams while killstack is nerfed a bit now with the recent PO nerf.

@dode74 said in Making Perms Less Permanent:

That said, I do like some of this aspect. It could work nicely as an option to "rest the player" for that many games instead of taking a stat loss on the original casualty table.

Don't think it would be a viable game mechanics, as in most cases of any serious injury you'll be anyway planning to fire the player, the only question is when. Thus there will be rarely any reason to not allow him to rest instead of getting an injury, not that much choices here, I mean.

@dode74 said in Making Perms Less Permanent:

What might also be fun is the option to use an Apo post-match, with a 1 roll meaning the stat loss is taken and a 6 meaning a full heal and no games are lost; [original number of MNG] - [roll of 2-5] could be the number of games missed instead (or something similar - I'm spitballing).

That just means "reducing long term attrition", taking into account what was stated above (as permanent injury atm most of the time just means the player is about to be fired). And you said this yourself: "Reductions in attrition will increase the TV teams are able to maintain."

last edited by Mori-Mori

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