Making new Blood Bowl Players FAQ. v0.5
by John Kipling Lewis

Contents:

1. Disclaimer
2. What is "play balance" and why is it important?
2.1 What is "play testing"?
3. I want to make a new player, how can I start?
3.1 How do I compare my new player to a lineman?
3.2 How do you create stats based on these difference?
3.3 How do I find the cost of my new player?
3.4 Are there other methods for determining cost?
3.4 What are common errors I should avoid?

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1. Disclaimer

Read at your own risk. The current, previous, or original authors make no claim as to fitness for any purpose
or absence of any errors, and offer no warranty.

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2. What is "play balance" and why is it important?

Play balance is a term used by game designers to describe when game elements are evenly matched. Chess, 
for example is considered play balanced because both sides in the game start with the same amount of
pieces.

Play balance is important because creating an imbalance in a game results in a boring, singular style of play.

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2.1 What is "play testing"?

Play testing is the act of playing with a new game element (like a new player or team) in order to test it's play
balance. It is impossible to accurately determine play balance without play testing.

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3. I want to make a new player, how can I start?

One method for creating new players is to compare that player to the most basic player in the game, the 
human lineman. Many players consider the human lineman to be the baseline from which all other
players in Blood Bowl were derived.

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3.1 How do I compare my new player to a lineman?

When comparing the human lineman to your new player, describe the major differences between them. 
If you were making a centaur player your list might look at follows:

Faster (body of a horse)
Stronger (body of a horse)

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3.2 How do you create stats based on these difference?

Take the normal stats for the human linemen and then change the aspects of the stats that reflect the 
differences. There are basically three ways to do this.

The first method is to increase a stat. Starting from the Lineman as the base, we will increase the movement
of the Centaur player to represent it being Faster.

Position MA ST AG AV Skills Cost Skill Cat
Linemen 6 3 3 8 50K General
Centaur 7 3 3 8 50K General

The second method is to add a skill catagory. Here we will add a skill
catagory to represent the Centaur player being stronger.

Position MA ST AG AV Skills Cost Skill Cat
Linemen 6 3 3 8 50K General
Centaur 7 3 3 8 50K General, Strength

The last method is to add a skill. Here we will increase the speed
aspect of the Centaur by adding a skill.

Position MA ST AG AV Skills Cost Skill Cat
Linemen 6 3 3 8 50K General
Centaur 7 3 3 8 Sprint 50K General, Strength


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3.3 How do I find the cost of my new player?

Cost is a tricky topic. JJ has a formula for creating a base cost for a new player. Note that this cost was 
considered a starting point and required play testing to ensure it was accurate.

All models start with 5 points, to which is added the following:

STRENGTH

+/- ((ST-3) * 3)
plus a further 3 points if the ST>3
plus yet another 3 points if ST>6

MOVEMENT

MA2 = -4
MA3 = -3
MA4 = -2
MA5 = -1
MA6 = 0
MA7 = +2
MA8 = +3

AGILITY

+/- ((AG-3) * 2)

ARMOR

AV6 = -3
AV7 = -2
AV8 = 0
AV9 = 1
AV10 = 3

SKILLS & THINGS
+2 per skill/mutation/etc

COST IN GPS

Right, having got the points value you can convert it into a cost for the player.

If the points value is 10 or less, then the players value is:

GPS = pts * 10,000

If the points value of the player is 11 or more, then the players value is :

GPS = 100,000 + ((points-10) * 5,000)

Our example Centaur works out to be:

5 base points
0 ST 3
2 MV 7
0 AG 3
0 AV 8
2 One skill
--------------------
9 X 10,000gc = 90,000gc

Note that the ability to gain Strength skills was not factored in JJ's formula. This error is probably the result 
of the formula being created before Death Zone was released.

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3.4 Are there other methods for determining cost?

Yes.

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3.5

Common errors include:

Over description.

Many new players are "over described". This often comes when designers attempt to convey every aspect
of a player. Over description is characterized by players with too many skills or stat variations.

Creating unnecessary skills.

The temptation to create new skills often comes from a desire to describe an aspect of a new player that
the designer could not define using the base rules of the game. This should be avoided for two reasons. 
First, it's often possible to find a way to express such aspects in game terms with some research.
Second, acceptance of new players is much easier if it does not require new rules.

Creating the perfect player.

There are few players that are good at everything, however many new players suffer from being created 
in a perfect mold. These players tend to have many added benefits, but no drawbacks.

Not leaving growth potential for the new player.

Often new players are created with a complete set of skills that round them out. This leaves no room
for growth for the new player.