Post by Alexander Ubel on Feb 7, 2010 2:15:12 GMT -5
I've never been one for the Agile wrestler not being to out-power a power wrestler on every occasion so I came up with an alternative way of using these stats. Do any of you use similar rules?
The Official Rule for (ag)/(pw) is this :
AGILITY AND POWER RATINGS
This rule applies for offensive moves followed by (ag) or (pw). A wrestler's agility (ag) refers to his quickness and mobility. A wrestler's power (pw) refers to his brute strength. The ratings for these abilities are shown at the bottom of the wrestler's playing card. A rating of -5 is excellent, while a rating of +5 is poor. A rating of zero is average.
A move followed by (ag) or (pw) is successful only if the wrestler on offense has an agility or power rating that is the same or better than the opponent. If the opponent has a better agility or power rating, then the opponent counters the move and rolls on Level 2 Offense.
Here are my alternate take :
The Official Rule applies until your opponent receives a fatigue point. Once this occurs the more agile/powerful wrestler would have a chance to succeed in hitting the move against a more agile/powerful opponent.
The chance is : Roll 2d6 (If double sixes opponent takes over on lv 3 Offense)
Target : 7 or lower +/- Opponents (ag)/(pw) + every additional fatigue point.
Example :
Ensor (ag -5)/(pw +2) is taking on Paralyze (ag +1)/(pw -4). Ensor has 1 Fatigue Token, but has been on the offense for several turns now. Paralyze gets a chance at a reversal and goes for the bulldog lariat (an Ag move). Paralyze has a target of 2 (7-5) to hit the move. Otherwise Ensor just recovers offense on lv 2.
Example 2
Lets say Ensor had 3 Fatigue points and Paralyze goes for another AG move. Paralyze's target becomes a 4 (7-5+2). Better odds of hitting the move.
The Official Rule for (ag)/(pw) is this :
AGILITY AND POWER RATINGS
This rule applies for offensive moves followed by (ag) or (pw). A wrestler's agility (ag) refers to his quickness and mobility. A wrestler's power (pw) refers to his brute strength. The ratings for these abilities are shown at the bottom of the wrestler's playing card. A rating of -5 is excellent, while a rating of +5 is poor. A rating of zero is average.
A move followed by (ag) or (pw) is successful only if the wrestler on offense has an agility or power rating that is the same or better than the opponent. If the opponent has a better agility or power rating, then the opponent counters the move and rolls on Level 2 Offense.
Here are my alternate take :
The Official Rule applies until your opponent receives a fatigue point. Once this occurs the more agile/powerful wrestler would have a chance to succeed in hitting the move against a more agile/powerful opponent.
The chance is : Roll 2d6 (If double sixes opponent takes over on lv 3 Offense)
Target : 7 or lower +/- Opponents (ag)/(pw) + every additional fatigue point.
Example :
Ensor (ag -5)/(pw +2) is taking on Paralyze (ag +1)/(pw -4). Ensor has 1 Fatigue Token, but has been on the offense for several turns now. Paralyze gets a chance at a reversal and goes for the bulldog lariat (an Ag move). Paralyze has a target of 2 (7-5) to hit the move. Otherwise Ensor just recovers offense on lv 2.
Example 2
Lets say Ensor had 3 Fatigue points and Paralyze goes for another AG move. Paralyze's target becomes a 4 (7-5+2). Better odds of hitting the move.