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Post by David Morse on Jan 17, 2018 0:03:26 GMT -5
Just a curiosity for how you handle this: When you roll a level 3 Add 1 move on offense and then the defensive wrestlers rolls his PIN, do you add 1 to the PIN before or after rolling it?
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Deleted Member
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Post by Deleted on Jan 17, 2018 0:07:20 GMT -5
I add before.
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Post by ajcostello on Jan 17, 2018 0:34:16 GMT -5
I add it before I roll.
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Post by David Morse on Jan 17, 2018 0:43:07 GMT -5
Thanks for the responses. I think I add it before too--but it has been so long since I had played until recently, I wasn't positive, and I can't recall anywhere it is stated officially.
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Post by Mike M on Jan 17, 2018 7:14:05 GMT -5
The official rule interpretation that Tom gave was to add one to the PIN rating immediately after the offensive move. If the defensive roll is for a PIN and is unsuccessful, add another fatigue token to the wrestler on defense.
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Post by Tournament Master on Jan 17, 2018 8:11:20 GMT -5
The official rule interpretation that Tom gave was to add one to the PIN rating immediately after the offensive move. If the defensive roll is for a PIN and is unsuccessful, add another fatigue token to the wrestler on defense. While this is the technical rule, I don't agree that it makes logical sense that an Add 1 move would have more long term damage than a finisher. I add 1 before the PIN but dont add another token after the kickout.
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Post by Justin Case on Jan 17, 2018 8:41:45 GMT -5
The official rule interpretation that Tom gave was to add one to the PIN rating immediately after the offensive move. If the defensive roll is for a PIN and is unsuccessful, add another fatigue token to the wrestler on defense. While this is the technical rule, I don't agree that it makes logical sense that an Add 1 move would have more long term damage than a finisher. I add 1 before the PIN but dont add another token after the kickout. But if we are going for "realism" here, it definitely depends on what the actual move IS! High impact moves could potentially cause this much damage. "It's up to you, promoter!" 😂
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Post by DMKII: 'The Revenge' on Jan 17, 2018 14:23:59 GMT -5
While this is the technical rule, I don't agree that it makes logical sense that an Add 1 move would have more long term damage than a finisher. I add 1 before the PIN but dont add another token after the kickout. But if we are going for "realism" here, it definitely depends on what the actual move IS! High impact moves could potentially cause this much damage. "It's up to you, promoter!" 😂 If the 'Add 1' move is a set up for a finisher then I think it makes sense. Like Flair working over the leg in a match prior to attempting the Figure Four. I think it all comes down to using your best judgement based on the particular situation at hand.
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Post by Tournament Master on Jan 17, 2018 14:37:17 GMT -5
But if we are going for "realism" here, it definitely depends on what the actual move IS! High impact moves could potentially cause this much damage. "It's up to you, promoter!" 😂 If the 'Add 1' move is a set up for a finisher then I think it makes sense. Like Flair working over the leg in a match prior to attempting the Figure Four. I think it all comes down to using your best judgement based on the particular situation at hand. Some cards have a different mechanic for that like Eyedilon, where his finisher gets more powerful each time you do a setup move.
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Post by DMKII: 'The Revenge' on Jan 17, 2018 15:04:29 GMT -5
If the 'Add 1' move is a set up for a finisher then I think it makes sense. Like Flair working over the leg in a match prior to attempting the Figure Four. I think it all comes down to using your best judgement based on the particular situation at hand. Some cards have a different mechanic for that like Eyedilon, where his finisher gets more powerful each time you do a setup move. Yeah, something like that makes perfect sense. I could see something like that on Thantos' original card, setting up and/or making the MASTERLOCK more powerful. Its a cool mechanic. I kinda wish more cards used it.
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