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Post by Mr. Beefy on Jan 21, 2018 9:24:38 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. I never thought about it that way, but that's a good point.
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Post by TTX on Jan 21, 2018 11:17:08 GMT -5
I also don't add a fatigue after the add 1 on a pin attempt. (except at the con. But may run it by people on whether they wish to keep that or not)
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Post by throwingtoasters on Jan 21, 2018 11:33:07 GMT -5
I do add one after the pin attempt as well as after the Add 1.
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Post by Justin Case on Jan 21, 2018 11:38:43 GMT -5
I do add one after the pin attempt as well as after the Add 1. Same. Rules are rules. Some wrestlers have greater impact with their specialty moves, which is why they're a specialty! 😉👍
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Post by TTX on Jan 21, 2018 11:41:11 GMT -5
My issue with it is that you're basically saying the pin itself is causing the fatigue but whatever works for a promoter is good to me.
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Post by Tournament Master on Jan 21, 2018 11:46:10 GMT -5
Its up to you promoter!
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Post by Pete on Jan 21, 2018 11:46:45 GMT -5
I stopped adding a second token after pin attempts sometime around New Beginning, when the proliferation of Add 1s really seemed to explode. Too many too-short matches under the official rules. It's still an extra advantage for the wrestler, just a little bit less of one.
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Add 1 pins
Jan 21, 2018 12:00:50 GMT -5
via mobile
Post by Justin Case on Jan 21, 2018 12:00:50 GMT -5
I stopped adding a second token after pin attempts sometime around New Beginning, when the proliferation of Add 1s really seemed to explode. Too many too-short matches under the official rules. It's still an extra advantage for the wrestler, just a little bit less of one. It seems to me that matches that went on too long, seemed to kill my energy in playing. Tom said once that when matches went too long for him, he'd call the match a time limit draw, just so not to drag it out. I think most want quick matches mostly, then when you have a long match, it becomes something special. I don't believe the add 1 rule kills that, it makes more sense when PIN Ratings are lower with most, of 5 (2), 4 (1) or even the dreaded 3 (0). Older editions had less add 1 moves, but high PIN Ratings, with 6 (3) being the norm & quite good for a wrestler. Even finishers then weren't huge numbers, didn't have to be.
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Post by Swarm on Jan 21, 2018 13:14:55 GMT -5
My opinion:
When you roll an Add 1 move, the opponent immediately adds 1 to their PIN rating. This is a reflection of damage caused by the Add 1 move. If the opponent then rolls PIN, and successfully kicks out, you Add 1 again. This is a reflection of the energy used to kick out.
By not adding a second token after the kick out, you're cheating the offensive wrestler out of his Add 1 move, reducing it to a straight - 3 move.
Nothing about that sequence makes the Add 1 move more powerful than a finisher, because all finishers result in an auto PIN. By not adding a second token after the kick out, you're giving the wrestler on defense a get out of jail free card for rolling his PIN. Ignoring the defensive roll cheats the wrestler on offense of that roll.
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Post by DMKII: 'The Revenge' on Jan 21, 2018 15:03:58 GMT -5
I stopped adding a second token after pin attempts sometime around New Beginning, when the proliferation of Add 1s really seemed to explode. Too many too-short matches under the official rules. It's still an extra advantage for the wrestler, just a little bit less of one. It seems to me that matches that went on too long, seemed to kill my energy in playing. Tom said once that when matches went too long for him, he'd call the match a time limit draw, just so not to drag it out. I think most want quick matches mostly, then when you have a long match, it becomes something special. I don't believe the add 1 rule kills that, it makes more sense when PIN Ratings are lower with most, of 5 (2), 4 (1) or even the dreaded 3 (0). Older editions had less add 1 moves, but high PIN Ratings, with 6 (3) being the norm & quite good for a wrestler. Even finishers then weren't huge numbers, didn't have to be. I followed Tom's lead back in the day and when a match would go on forever with nothing happening I'd either just straight up call the match and declare it a Time Limit Draw, or if it was an important match (title match, feud blow off etc.) I'd give it another minute real time and if there still was no resolution, then I'd call the draw. It's one of the things I love about the game. It actually somewhat simulates what pro-wrestling might be like if it were actually real combat sport. So in that case, I have no issue with 'Add 1' moves. That said, I really do feel house rules and home made wrestlers have become the life blood of CotG over the years. The game has had basically the same ruleset now for 30 years which is a testament to its elegant design. That said, what with all the little innovations promoters have come up with over the years, we may be nearing a time when an updated and expanded rules set may be useful. I dunno. Like I said, CotG's basic mechanics are so streamlined that its very simple to tweak and play with them to enhance the game in whatever way you see fit.
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