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Post by Big Bri on Mar 11, 2018 15:21:54 GMT -5
Morpheus and Mangus will get Special Renegade Edition updates for 2087/88 to reflect their age and their positions as aces of Eastern-Systems during the early days. Stat-wise I'm probably only going to make minor tweaks. Morpheus looks good. Not sure if you already knew this or not, but he received a downgraded card in the Early Classics set. It was to be used for game years 2082-2085 (when he supposedly retired). Not sure if you meant you were going to downgrade from that specific card of the "original" from Classics 2079.
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Post by Big Bri on Mar 11, 2018 15:24:33 GMT -5
Really like the Morpheus. Reminds me of a time where I did a Dreadnaught hardcore card ala Terry Funk as he was near death and doing crazy stuff. Was there a tie-in mechanic for multiple uses of the "Coming Out Of Retirement" chart? LOL.
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Post by DMKII: 'The Revenge' on Mar 11, 2018 19:52:59 GMT -5
Probably try to find an even medium between the two different Morpheus cards.
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Post by TTX on Mar 11, 2018 20:14:55 GMT -5
I hardly remember that but it is amusing.
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Post by WTIC on Mar 11, 2018 20:25:01 GMT -5
Morpheus and Mangus will get Special Renegade Edition updates for 2087/88 to reflect their age and their positions as aces of Eastern-Systems during the early days. Stat-wise I'm probably only going to make minor tweaks. Morpheus looks good. Not sure if you already knew this or not, but he received a downgraded card in the Early Classics set. It was to be used for game years 2082-2085 (when he supposedly retired). Not sure if you meant you were going to downgrade from that specific card of the "original" from Classics 2079. I'm not sure, but I don't think Early Classics has been available in a long time! I remember wanting to buy all the Classics sets for everything before 2087, but it was unavailable way back when. Morpheus did receive a manager card but no playing stats. I don't remember seeing any bootleg Morpheus downgraded cards though.
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Post by WTIC on Mar 11, 2018 23:08:15 GMT -5
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Post by Pete on Mar 12, 2018 0:21:27 GMT -5
I'm toying with a special finisher rule that I may include on some of these bootlegs. I'm thinking of calling them 'King's Road Finisher Rules'. They're pretty simple. When you roll a wrestler's #6 Finisher and either the opponent has accumulated 3 or more fatigue tokens or that wrestler has attempted their finisher 3 or more times, roll 1d6. On a roll of 6, the wrestler hits their special KRF (Kings Road Finisher) instead. The target number decreases by 1 every time the LVL 3 OFF #6 finisher is rolled every time afterwards until it reaches a 1 and is used automatically every time, essentially replacing the original finisher. The idea with these rules being to simulate the style of All-Japan finishes during the 80's and 90's with wrestler's going to a more powerful finishing move when their normal arsenal is unable to get the job done. Basically these rules sort of simulate how Kenta Kobashi would occasionally bust out his BURNING HAMMER. I hope that makes sense. Obviously the special KRF would be (+4) or stronger with the regular finish being weaker. Also, this finisher rule gives extra impact to (add 1 ) moves. Couple days late, but I've dabbled in All-Japan bootlegs before and have a mechanic similar to this, to emulate exactly those types of finishers. I tried my best to simulate how rare they really were--I think Kobashi only did the Burning Hammer 7 times in his career, while Misawa did the Tiger Driver '91 maybe that same number of times from '91 until at least the NOAH split after which I lost track. Anyway, my mechanic was--the wrestler had the option of--*once*--attempting the MurderDeathKill finisher in place of the normal finisher, and it was successful on a roll of (2 + opponent's fatigue) or less on 2 dice. You could, theoretically, try the move right off the bat if you rolled your finish early, but it wasn't too likely to be successful and then you've lost your opportunity for it the rest of the match. But if you could wait your opponent out until he got several tokens, you could hit it and pretty much end the match (I gave these +5 finisher ratings, even though LOW finisher ratings to tend to top out at +4 even on roll finishers). I personally like to inject actual strategy into COTG when I can, as long as it doesn't get overly complicated that it breaks the flow of the match.
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Post by DMKII: 'The Revenge' on Mar 12, 2018 8:40:46 GMT -5
I'm toying with a special finisher rule that I may include on some of these bootlegs. I'm thinking of calling them 'King's Road Finisher Rules'. They're pretty simple. When you roll a wrestler's #6 Finisher and either the opponent has accumulated 3 or more fatigue tokens or that wrestler has attempted their finisher 3 or more times, roll 1d6. On a roll of 6, the wrestler hits their special KRF (Kings Road Finisher) instead. The target number decreases by 1 every time the LVL 3 OFF #6 finisher is rolled every time afterwards until it reaches a 1 and is used automatically every time, essentially replacing the original finisher. The idea with these rules being to simulate the style of All-Japan finishes during the 80's and 90's with wrestler's going to a more powerful finishing move when their normal arsenal is unable to get the job done. Basically these rules sort of simulate how Kenta Kobashi would occasionally bust out his BURNING HAMMER. I hope that makes sense. Obviously the special KRF would be (+4) or stronger with the regular finish being weaker. Also, this finisher rule gives extra impact to (add 1 ) moves. Couple days late, but I've dabbled in All-Japan bootlegs before and have a mechanic similar to this, to emulate exactly those types of finishers. I tried my best to simulate how rare they really were--I think Kobashi only did the Burning Hammer 7 times in his career, while Misawa did the Tiger Driver '91 maybe that same number of times from '91 until at least the NOAH split after which I lost track. Anyway, my mechanic was--the wrestler had the option of--*once*--attempting the MurderDeathKill finisher in place of the normal finisher, and it was successful on a roll of (2 + opponent's fatigue) or less on 2 dice. You could, theoretically, try the move right off the bat if you rolled your finish early, but it wasn't too likely to be successful and then you've lost your opportunity for it the rest of the match. But if you could wait your opponent out until he got several tokens, you could hit it and pretty much end the match (I gave these +5 finisher ratings, even though LOW finisher ratings to tend to top out at +4 even on roll finishers). I personally like to inject actual strategy into COTG when I can, as long as it doesn't get overly complicated that it breaks the flow of the match. I've been toying with the idea of making the mechanics of the KRF slightly different for certain wrestlers in an attempt to replicate the rarity of certain super finishes. Using fatigue tokens to build mechanics that simulate the great feel of puroresu in the 80's seems the way to go as it keeps that measure of randomness, but to be honest, your rule is in a very similar vain. I see where you're coming from on the mechanics/strategy side of things, though I rarely ever get to play the 2-player game, so I'm looking at it from more of a solitaire booking standpoint.
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