Dice Roller
Infinity Challenge
"The Dice Don't Lie!"
Posts: 30
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Post by Dice Roller on Aug 11, 2017 9:16:40 GMT -5
Basically, I use the Choice Chart. However, I change the move names to fit the situation or wrestler. Maybe I didn't word it correctly. Now, if the two move options (or one of them) make sense, I change nothing.
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Deleted
Deleted Member
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Post by Deleted on Aug 11, 2017 9:22:56 GMT -5
My son Matthew hated the using the (ch) chart when he first started going to GalactiCon, but as he grew he saw how it added so much to game play and why pw and ag are so important.
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Dice Roller
Infinity Challenge
"The Dice Don't Lie!"
Posts: 30
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Post by Dice Roller on Aug 11, 2017 9:26:04 GMT -5
I couldn't imagine not using the advanced rules.
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Post by joebreakdown on Aug 11, 2017 9:30:04 GMT -5
My son Matthew hated the using the (ch) chart when he first started going to GalactiCon, but as he grew he saw how it added so much to game play and why pw and ag are so important. As I exclusively play the game competitively with someone else, it does add an edge of randomness and 'competition' to the proceedings, and has even lead to some famous victories for Mr X and Larry Sharpe, who always looks forward to hitting his 'Larry-at!'
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Deleted
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Post by Deleted on Aug 11, 2017 9:42:19 GMT -5
Basically, I use the Choice Chart. However, I change the move names to fit the situation or wrestler. Maybe I didn't word it correctly. Now, if the two move options (or one of them) make sense, I change nothing. It's your fed promotor, but with that said why change? We have a blast and a lot of laughs when something like Giant Azuma trying a Moonsault happens. It's all fantasy, so suspend a little disbelief - makes for some fun times.
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Dice Roller
Infinity Challenge
"The Dice Don't Lie!"
Posts: 30
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Post by Dice Roller on Aug 11, 2017 9:48:01 GMT -5
Basically, I use the Choice Chart. However, I change the move names to fit the situation or wrestler. Maybe I didn't word it correctly. Now, if the two move options (or one of them) make sense, I change nothing. It's your fed promotor, but with that said why change? We have a blast and a lot of laughs when something like Giant Azuma trying a Moonsault happens. It's all fantasy, so suspend a little disbelief - makes for some fun times. Hahaha! You are so right! I almost spit my coffee out thinking of Giant Azuma in that situation. I'm about to re-start a fed, so I believe I'll take your advice.
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Post by Swarm on Aug 11, 2017 9:55:32 GMT -5
Basically, I use the Choice Chart. However, I change the move names to fit the situation or wrestler. Maybe I didn't word it correctly. Now, if the two move options (or one of them) make sense, I change nothing. We have a blast and a lot of laughs when something like Giant Azuma trying a Moonsault happens. It's all fantasy, so suspend a little disbelief - makes for some fun times. I look at ch X moves in a similar way (especially ch C and F which can turn a level 2 roll into a level 3 move). Imperfect, desperate moves wrestlers pull out of their hat looking for big momentum. Very NJPW feel to them. Love the risk and reward. Especially when you need a tough roll to hit that big - 3 move. Tauran was famous in my fed for turning his ch C into a finisher. Was always amazing drama in his matches.
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Deleted
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Post by Deleted on Aug 11, 2017 9:57:10 GMT -5
This year at GCon I faced Louden Noxious, using Destruction 3000, in the GalactiCup. Let me tell you there is NO good (ch) chart situations against him. Three times I had a choice of rolling a 2 for a lvl 3 move or a 2 for a lvl 2 move...... HMmmm Think I will go for the 3 move.lol I hit one out of the three, believe it or not.
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Post by Big Bri on Aug 12, 2017 14:33:56 GMT -5
Hey fellas, I believe I've posted this a couple times in the past but here's a really cool house rule I use with ag/pw moves and the Ch chart. Unfortunately I forget who I got this house rule from...
The success of Agility (ag) or Power (pw) moves are determined by combining the two opponents’ ratings and then rolling a 7 or lower, with the ratings figured into the roll. (Example: Omega rolls an offensive (ag) move against Morpheus. Omega has a -4 Agility Rating and Morpheus has a -1 Agility rating. To calculate what Omega needs to roll for the move to be successful, 7 -1 (Morpheus’ rating) +4 (Omega’s rating INVERTED) =10. This means that Omega must roll a 10 or lower for the move to be successful. Omega has the better rating so he’ll have a better chance of pulling the move off).
The Choice Situations Chart moves work in the same manner, except you’re using various base numbers depending on the move. If one wrestler completely dominates another stat-wise and there’s no possible way for the defensive wrestler to counter the move, substitute a 2 or 12 to give the guy a chance, meaning that if a 2 (or 12, whichever you want to use) is rolled, the move is countered by the defensive wrestler. An unsuccessful move will result in the opponent rolling on Level 2 Offense.
This adds more realism to the game for me.
As far as (c) moves go, if a character has a C rating for said chart (OOTR, Ropes, etc.) then he doesn't go for it and re-rolls. If he rolls the same thing again, then he has to use said chart.
The best part about our favorite game is that we can all spin the rules however we want!
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Post by Pariah on Aug 12, 2017 14:41:44 GMT -5
Hey fellas, I believe I've posted this a couple times in the past but here's a really cool house rule I use with ag/pw moves and the Ch chart. Unfortunately I forget who I got this house rule from... The success of Agility (ag) or Power (pw) moves are determined by combining the two opponents’ ratings and then rolling a 7 or lower, with the ratings figured into the roll. (Example: Omega rolls an offensive (ag) move against Morpheus. Omega has a -4 Agility Rating and Morpheus has a -1 Agility rating. To calculate what Omega needs to roll for the move to be successful, 7 -1 (Morpheus’ rating) +4 (Omega’s rating INVERTED) =10. This means that Omega must roll a 10 or lower for the move to be successful. Omega has the better rating so he’ll have a better chance of pulling the move off). That is how I play (pw) and (ag) moves as well... It seems realistic to me, as someone with a +3 power cannot hit a (pw) move on someone with -3 power... But, it at least gives them a chance against others... It also makes it possible for someone with -2 agility to dodge an (ag) move being attempted by someone with -4 agility... Like you said, it's the natural flexibility within the rules that makes this game so much fun!
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