supremo
Infinity Challenge
Posts: 63
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Post by supremo on Mar 1, 2019 20:56:11 GMT -5
I think I’m not the 1st one who had thought about this but I just want to share this for new players like me.
So the rule is the wrestler that has a better strength/agility rating wins but I want a weak wrestler have fighting chance so I adopt some some skill checks from RPG table tops games. What I do is everytime there will be ratings checks I just roll 2 dice and add or minus the wrestler’s power/agility rating.
Example Thantos offence Power slam -2 (pw) = (2dice + 2 = rating) Vs. Symbiosis Nosfera defense +1 (pw) = (2dice -1 = rating)
In the original rule, Thantos would easily power slam nosfera but in this system nosfera can have chance to counter.
Choices or original instruction and out of the ring etc I just roll a dice, even is yes or he did the orig instruction and odd is no or he did the choice of situation.
Example Punch to head 2 (ch-a) Rolll 1 dice = 2 ( means he will do a choice of situation)
Out of the ring Roll 1 dice =1 ( the wrestler manage to hang on the ropes)
This system gives me unpredictable results and an alterantive to the “its up to you promoter” thing which I also use. But, when I play I’m also an spectator and want the “surprise me” factor and this really works for me.
I hope this will help you too thanks!
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Post by WTIC on Mar 1, 2019 21:26:42 GMT -5
I don't think you were around when Chris' Board was all the rage (LOL), but here's my ol' buddy's house rules for that, AND his other house rules: So yeah! House Rules rule!
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supremo
Infinity Challenge
Posts: 63
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Post by supremo on Mar 1, 2019 21:51:40 GMT -5
I don't think you were around when Chris' Board was all the rage (LOL), but here's my ol' buddy's house rules for that, AND his other house rules: So yeah! House Rules rule! Thank you so much for these bro! 😀
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Post by WTIC on Mar 2, 2019 1:41:45 GMT -5
No problem! I really should copy & paste all the old House Rules from Chris' Board to this one, but I'm too lazy, haha!
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Post by TTX on Mar 2, 2019 7:48:52 GMT -5
Agility and power could use some revising (as well as charts, but that's another story)
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Post by luke929 on Mar 2, 2019 8:55:50 GMT -5
I think I’m not the 1st one who had thought about this but I just want to share this for new players like me. So the rule is the wrestler that has a better strength/agility rating wins but I want a weak wrestler have fighting chance so I adopt some some skill checks from RPG table tops games. What I do is everytime there will be ratings checks I just roll 2 dice and add or minus the wrestler’s power/agility rating. Example Thantos offence Power slam -2 (pw) = (2dice + 2 = rating) Vs. Symbiosis Nosfera defense +1 (pw) = (2dice -1 = rating) In the original rule, Thantos would easily power slam nosfera but in this system nosfera can have chance to counter. Choices or original instruction and out of the ring etc I just roll a dice, even is yes or he did the orig instruction and odd is no or he did the choice of situation. Example Punch to head 2 (ch-a) Rolll 1 dice = 2 ( means he will do a choice of situation) Out of the ring Roll 1 dice =1 ( the wrestler manage to hang on the ropes) This system gives me unpredictable results and an alterantive to the “its up to you promoter” thing which I also use. But, when I play I’m also an spectator and want the “surprise me” factor and this really works for me. I hope this will help you too thanks! For a long time I used a simple house rule regarding the agility and power moves... In my case, I would just determine the difference between the two wrestler's stat in the area in question, and then role a die. If the roll was greater than the difference, then the move works. So, for example, if the move is a (pw) move, and the wrestler on offense has a +1 power, and the wrestler on defense has a -2 power, there are three steps in between the two ratings, so the offensive wrestler would need to roll a 4 or better on a single die to pull the move off. So, if the wrestler on offense had a equal or greater stat in the area in question, they would automatically pull off the move. My big thing with house rules is that they need to be simple and cause minimal interruption to the flow of the game. One of the big selling points of filsinger games over other wrestling games that I have played is that there is a great flow and no math or writing things down. I don't want to spoil that with too much added bloat. I hope this may be helpful for some of you!
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Steef
Fighting Titan
Posts: 424
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Post by Steef on Mar 2, 2019 19:04:34 GMT -5
I think I’m not the 1st one who had thought about this but I just want to share this for new players like me. So the rule is the wrestler that has a better strength/agility rating wins but I want a weak wrestler have fighting chance so I adopt some some skill checks from RPG table tops games. What I do is everytime there will be ratings checks I just roll 2 dice and add or minus the wrestler’s power/agility rating. Example Thantos offence Power slam -2 (pw) = (2dice + 2 = rating) Vs. Symbiosis Nosfera defense +1 (pw) = (2dice -1 = rating) In the original rule, Thantos would easily power slam nosfera but in this system nosfera can have chance to counter. I just used this for a couple of matches and really like it! I always thought it was strange that someone would keep trying a move that never worked against a particular opponent. This way allows for a chance (sometimes small when there is a big difference in abilities) which adds a level of realism (in my opinion). Thanks for this!!
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Post by WTIC on Mar 2, 2019 22:34:27 GMT -5
Agility and power could use some revising (as well as charts, but that's another story) Yep, we could also use a revision of the "drop a level" if you don't want to roll a "(c)" move. I never understood why you would have to do that. It's not much of a choice then. Also, an Official TIMING SYSTEM!
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Post by Drew on Mar 3, 2019 12:09:24 GMT -5
Agility and power could use some revising (as well as charts, but that's another story) Yep, we could also use a revision of the "drop a level" if you don't want to roll a "(c)" move. I never understood why you would have to do that. It's not much of a choice then. Also, an Official TIMING SYSTEM! I always looked at that rule as hesitating allows your opponent to recover a bit. You were about to throw him out the ring or climb the turnbuckle, but you decided not to. Thus they recover a little and they’re not as open as they would’ve been had you moved in immediately
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Post by TTX on Mar 3, 2019 13:06:23 GMT -5
The biggest issue (at least in terms of a simulation of a wrestling match) is the charts come up way too often......I've had matches where they were out of the ring half the time which barring stalling tactics or blood enemies doesn't really happen. I get that the reason they're like that is a balancing factor but there are times I wish there was another way. Same as constantly using a move that will never work.
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