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(Hint: You're wrong in every possible way and somebody with more patience than me will likely be along soon to explain matters.)
TL;DR: Sure it's broken! If you say so......
Edit: Oh yeah that's right. Cheers MattStriker! Fun little drinking game. A sort of MMOFPG (Massive Multiplayer Online Forum Posting Game).
Sorry I angered you. And if I am 'another one', sorry about that too. But I am just reporting what happened to me.
Yeah, I had an experienced Blood Bowl player helping me and even he said the results were highly unlikely. I'm glad you have experienced a good game. Sadly, I didn't and after hours and hours of bad die-rolls I don't know what I can do. Keep playing I guess but after 23 attempts at a 50% chance of success and experience no success, even the most avid supporter of the RND must surely say 'hmmm, that's not right'. Anyway, if I offended , I do apologise.
Seriously though, if you feel you have bad dice rolls for "hours and hours" then the chance is rather high you are simply too inexperienced in playing, causing you to get into many situations where things can easily go wrong for you. Try to minimize risks and plan your turn as to do the easy tasks first and the ones with a higher % chance of failure last.
A lot of beginners think like you though, so don't feel bad about it - things WILL improve as you get more experienced, I promise. Be sure to read the Blood Bowl rules so you understand the complete dice and blocking mechanics, the game isn't too great at making those transparent to a complete beginner.
Of course luck can play a role here or there, but in the end the really good coaches always seem to do well no matter what the dice roll, and the bad ones get themselves into trouble and think it's the dice. And I'm saying that considering myself an average coach at best.
I just played a guy who told me at the start of the match he considered himself the unluckiest guy with the dice ever. I've heard that so many times from opponents, and the reason here was, as usual a problem with him not understanding the game mechanics fully.
His dark elves should have had a good match against my slow nurgle team because I didn't have tackle on a single player yet (my own fault), but instead of playing to his advantage he tried way too much blocking, and during the end of each of his turns his remaining guys in contact with mine threw 1d blocks into my block/mighty blow face while not having block themselves.
It ended just as you'd think it would, with a lot of red crosses on elves lying beside the pitch. He tried fouling next and got another of his guys sent off. But of course it was all the fault of the dice.
Wow! I had forgotten about this thread...I must have started it months ago, lol. Glad people are still having varied experiences. In my experience, before I removed it from my system, I experienced a continued stretch of bad-luck. I therefore did not enjoy myself and stopped playing. In my opinion (and you are totally entitled to yours) this makes it a potentially bad game. A game which can become 'not fun' and 'unplayable' because of RND is a poor game. Let it become 'not fun' because I am not good enough - still a good game. Let it become 'unplayable' because I did something wrong - still a good game. But roll the dice to see if your strategy can work - bad game, especially if the system itself does not enforce probabilities. Yeah, such a system would not be true RND but at least people like me might enjoy it.
Thanks for the posts everyone!
Perhaps you're misunderstanding the strategy of the game: a good strategy is one which minimizes risk while maximizing reward. A strategy which does that will work more often than not, but even the best strategies can fail due to luck. Napoleon knew this when he famously said that he'd rather have a lucky general than a good one.
Fair enough. Unfortunately, no strategy works if none of your players can pick up the ball. Even if it says 83% chance to pick up the ball on the screen, if you fail to pick up the ball 100% of the time then the 83% becomes meaningless (for you at least, in the limited confines of your personal game experience) There's luck in combat then there's a system which is completely based on luck, unregulated by probability insurance. Napoleon believed in luck; true. Then again, he probably believed in 100% chances occasionally too - that soldier over there will be able to pick up that gun without fumbling it and throwing it towards the enemy. In strategy, even one based on minimising risk, there needs to be corner-stones of strategy; fixed elements you can reliably assume will turn out a certain way. Simply writing 'A will happen 99.9%' of the time on the screen means nothing however if, despite your assumption that it will happen, A does not occur 100% of the time.
In the end, the fact that there is no probability insurance in the code means that the entire game is a slot machine. Plan your strategy. Minimise your risk. It all means nothing if, no matter how minimal your risk is supposed to be, you fail 100% of the time. As this is possible, it means that some players, myself included, have absolutely no fun. The game 'looks' broken to us, even if it isn't. And if it looks broken we don't want to play it. What is the chance of people experiencing this 'broken version' of the game - no idea, but unless it's really low it is a flaw.