OK, so following on from what we discussed at club last week, here is a second version of the team training idea I had a while back that would be a lot easier to implement:
Extra Training (v2)
Roll a D6 on the table below after rolling for attendance to see what extra benefits time spent on the training field have granted one of you players for this match:
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Kicking Skills: One player on your team gains one of the following skills for this match: Dirty Player, Kick, Kick-Off Return, Sneaky Git.
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Ball Handling Skills: One player on your team gains one of the following skills for this match: Accurate, Catch, Diving Catch, Dump-Off, Safe Throw, Sure Hands.
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Tackling Skills: One player on your team gains on of the following skills for this match: Diving Tackle, Grab, Tackle, Wrestle.
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Time on the Running Track: One player on your team gains on of the following skills for this match: Juggernaut, Sprint, Sure Feet.
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Evasion Techniques: One player on your team gains one of the following skills for this match: Break Tackle, Leap, Nerves of Steel, Side Step.
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Blocking Skills: One player on your team gains one of the following skills for this match: Dauntless, Fend, Mighty Blow, Multiple Block.
Skills gained may be given to any player of your choice, except star players (even if its a skill they can only get on a ‘doubles’ roll), and last for the duration of this match only.
Thoughts and opinions welcome. I wanted to offer a range of options to cater to different teams/play styles but left out some of the obvious skills (Block, Dodge, Guard, Pass, Strip Ball) to avoid them being auto-picks. Could possibly leave out Sure Hands for the same reason. Also followed James’ suggestion to avoid some of the more obscure skills, like Pass Block and Shadowing. I don’t think there is much in the list above that people won’t be familiar with already, and the rarer ones like Juggernaut are quite straight forwards.
If we can’t agree on the above, the idea of granting a player a random mutation is also an option.