it is frustrating especially when you're only one difference and you keep rolling the same move over and over (other than the occasional comedy spot, how often do wrestlers keep doing the same move they failed to do two or three times anyways)
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.
This is why, in a perfect world where everyone could keep track of this in their head, or if COTG had been developed for early computers first, I always wanted to try the proposed rules using the Injury Chart for fatigue, where guys would be penalized with the fight card injury length translating to fatigue tokens. Sadly I can't remember whose idea it was, but I love the idea of a guy weakening as the match goes on (or, alternatively, in your head you can chalk it up to a late adrenaline rush by the opponent).
1987: Hulk Hogan and his -4 power rolls "body slam - 3 (pw)" on Andre the Giant and his -5, and naturally fails. Late in the match, with the big clothesline being enough to add another token to Andre's fatigue, the Giant's Power drops to -3. Hogan rolls the move again--and it works! Follow it up with a 6 on L3O with the LEG DROP (+4), and there's your Mania main event. I would love to see this recreated with, say, Tauran slamming Monolith at a critical late stage (or Monolith unleashing a desperation high-flying move on a weakened but not beaten Tauran), but in practice it might be too much to execute when COTG works best as a fast-paced game.
I haven't played often enough to really tinker with choices and make house rules (house rules just seems too overwhelming for me personally.) I will say however that I don't really like getting repeat results and if you play online, that's probably bound to happen more often..I don't see why someone would try the same move over unless it was their finsher or it did alot of damage. Now, if you roll up, the wrestler is likley in more danger of a counter happening but he doesn't know that. All he knows is that piledriver didn't work not how smart his opponent is.