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Post by Cernunnos on Jan 30, 2010 20:03:15 GMT -5
These are the “Home-Brew” rules I use in all of my federation matches:
- Finisher Rules: If a wrestler kicks out of his opponent’s finisher, add the finisher’s rating to that wrestler’s Hurt/Fatigue.
- Finisher Reversal Rules: Whenever an offensive wrestler rolls a finisher, roll 2 dice. If the result is a 2 (two 1’s), then the defensive wrestler reverses the offensive wrestler’s finisher. The wrestler who was previously performing their finisher rolls pin, and the match continues with that wrestler on level 3 Defense.
- Agility and Power Reversal Rules: Whenever (ag) or (pw) comes up in a match, both wrestlers roll 2 dice and add the result to the corresponding ability. The wrestler with the lower result prevails. In the event of a tie, the wrestler performing the move prevails.
- Hurt/Fatigue Rules: The Hurt/Fatigue token modifier number is added to all relevant charts, as well as the (ag), (pw) system and pin. Instead of actual cards the wrestler is hurt, the time frame is actual days the wrestler is hurt.
- Pin Rules: No matter the Hurt/Fatigue or finisher rating, a wrestler rolling pin always kicks out on a roll of 12 (two 6’s). Additionally, any wrestler who rolls 12 (two 6’s), rolls his opponent up in a small package. The wrestler who was previously performing the pin, rolls their pin. If unsuccessful, the match continues as normal.
- Bleeding (Optional Rule): A wrestler who earns 5 Hurt/Fatigue tokens in a single match or altercation starts to bleed.
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Post by TTX on Jan 31, 2010 11:02:02 GMT -5
I like the agility/power rules you have. I've never liked that a move will always fail if a wrestler is even the slightest more agile or powerful than you.
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Post by Cernunnos on Jan 31, 2010 13:45:48 GMT -5
I like the agility/power rules you have. I've never liked that a move will always fail if a wrestler is even the slightest more agile or powerful than you. Thanks! Yeah! I have it that way because in my eyes it doesn’t make sense that a move always works or always doesn’t work. Even during the course of real matches you sometimes see people trying to get a move of several times before succeeding. I changed it that way, because to me it just made sense. That… and as the match goes on it should be more easy to pull of or not depending on how beat up you are.
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Post by Avarice on Jan 31, 2010 23:45:29 GMT -5
Some of my rules are some what similar to yours.
*When finisher is rolled, I roll d6. If it's a 1, the opponent counters and then rolls another d6. If it's a 1 he hits his finisher, anything other than a 1 he rolls on L2O.
*pw/ag I use for a few times, then they're "turned off" and no longer in play.
*I also use the box cars as a pin reversal when rolled. Be it a school boy, small package, whatever, it constitutes a pin reversal.
*I DO NOT use DQ out of the ring, out there anything goes. It makes for better matches and doesn't clutter up results with a bunch of DQ's.
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Post by Alexander Ubel on Feb 2, 2010 5:11:57 GMT -5
I use a finisher reversal as well its just on box cars not snake eyes. Double ones always denotes an injury in my feds.
The rule I use for pw/ag is 7 +/- opp rating. Roll 2d6, if lower than target the move succeeds.
My PIN rules are a little more involved, but I do like your add finisher rating to fatigue roll. May give that a try and see what happens.
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Post by wildfire on Feb 16, 2010 13:37:52 GMT -5
Just noticed this... some interesting ideas.
Does rolling with the ag/pw results slow the match up? It seems like it might. I like the finisher idea in theory, but I feel like that might overpower finishers a bit... maybe I'll give it a shot and see.
I use the 12-as-automatic-kickout as well... I tried the finisher reversal thing, and didn't like it that much. I like the concept though.
Some stuff I do:
-- I use the choice chart every OTHER time it comes up. (the other times I use the move as printed) . When using the chart, I use the difference between the pw and ag ratings of the two guys, rather than just the rating. For example the guy attempting the move is a +2, and his opponent is a +4, I'd add two to the success chance.
-- I think everyone does this, but I always ignore the DQ on the deathjump chart
-- I add 1 fo a defensive tag attempt from lvl 2 or lvl 3 defense.. wether it's successful or not. I also use 2-7 for established teams for it to be successful, 2-6 for recently created teams, 2-5 for occassional teams and 2-4 for teams where they partner are either not friends or some other 1 time situation.
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Post by Cernunnos on Feb 16, 2010 22:23:13 GMT -5
Just noticed this... some interesting ideas. Does rolling with the ag/pw results slow the match up? It seems like it might. I like the finisher idea in theory, but I feel like that might overpower finishers a bit... maybe I'll give it a shot and see. Yes... it can be! However... I started doing what Avarice suggested and it's awesome! I do the whole (ag) (pw) roll 3 times per wrestler on offense, and then after that I "turn it off" and assume the move is successful! Also... you had some good ideas too!
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