Post by Mr. Hyde on Dec 18, 2008 23:00:09 GMT -5
The rules for bloodshed have always been a bit murky, but most of the time this doesn't bother me. If I think a guy should bleed, he bleeds, if not, he stays dry. But, when the issue comes to a First Blood Match, the rules need to be a lot more clear. So, because I just recently held a 'First Blood Battle' in my aCe: War Is Hell fed, I set to thinking about how to work a First Blood Match.
I consider the below a pretty solid set of minor rule changes that do a pretty good job of simulating this type of match. But, of course, any modification and discussion is totally welcome and encouraged! Like usual, I haven't really playtested these too hard, but I still think they should work fine. So, here is my FIRST BLOOD MATCH.
FIRST BLOOD MATCH
MATCH RULES:
-There are no disqualifications, and normal PINS/SUBMISSIONS do not apply
-The first competitor to bleed loses the match
OR:
-The first competitor to cause the bloodshed of his opponent will be victorious
GAME RULES:
-Use the rules and subsequent chart for the Hardcore Titan Death Match
--or any other of the Hardcore Charts/rulesets found in the Open Source Archive on the official board
-The match cannot end unless at least one competitor has accrued 3 Fatigue Tokens
-When a competitor has recieved his 3rd fatige token of the match, immediately roll to see if he has been bloodied and loses the match, as described further below
-If the competitor is not bloodied by his 3rd fatigue token, after EVERY fatigue token he recieves after his 3rd, he must immediately roll to see if he has been bloodied
-A roll or instruction of PIN or ROLL YOUR PIN on a card or chart results in the immediate addition of 1 fatigue token to the competitor who would normally roll his PIN and then a roll to see if said competitor has been bloodied
-Rolling a finisher adds 1 fatigue token to the opponent, and the opponent immediately rolls to see if he has been bloodied
-DO NOT add a fatigue token after rolling for Bloodshed. This roll does not operate like a normal PIN roll in this regard.
BLOODSHED ROLL:
-Make a Bloodshed Roll immediately when a competitor acquires his 3rd fatigue token and then every time the competitor recieves another Fatigue Token if needed
-To make a Bloodshed Roll, use the possibly bloodied competitors CAGE rating, and then add the current number of Fatigue Tokens the combatant has acquired. This decides the target number for this Bloodshed Roll.
-Then, roll 2 dice: If the result is higher than the target number, play continues as normal. But, if the roll is equal to or less than the target number, the competitor is Bloodied and loses the match
So there you go. If the wording is a bit confusing, I'll try to repost a simpler explanation. I think the rules set forth here do a good job of recreating First Blood matches. I did not want the match to be a race to 3 tokens and then it is over, because that seemed as if it may be too short and it makes all of the stuff in between pretty meaningless.
But then again, I did not want the match to seemingly drag on forever because guys bleed all the time when the First Blood stip is not in effect. So I think these rules find a good balance between brutality, tension, 'realism', simplicity, and match length.
But, just in case, here are some proposed variants that might make the match more in-depth, a bit longer, or a bit shorter:
-Every fatigue token, even before the 3 token limit is hit, will result in a bloodshed roll (matches might be shorter)
-When making a Bloodshed Roll, only add the number of tokens acquired PAST 3 to the CAGE rating (matches should be longer)
-If a competitor fails his Bloodshed Roll, instead of assuming immediate bloodiness, roll on the Blood & Guts chart in the Open Source Archive, or forget about the Bloodshed Roll and only use the Blood & Guts chart throughout the match (not too sure of this one)
-Bloodshed Rolls can only occur when a Fatigue Token is recieved due to the use of a weapon (not sure about this either, might make the rules a bit murky)
As always, comments, feedback, and playtesting are greatly appreciated and encouraged! Thanks!
I consider the below a pretty solid set of minor rule changes that do a pretty good job of simulating this type of match. But, of course, any modification and discussion is totally welcome and encouraged! Like usual, I haven't really playtested these too hard, but I still think they should work fine. So, here is my FIRST BLOOD MATCH.
FIRST BLOOD MATCH
MATCH RULES:
-There are no disqualifications, and normal PINS/SUBMISSIONS do not apply
-The first competitor to bleed loses the match
OR:
-The first competitor to cause the bloodshed of his opponent will be victorious
GAME RULES:
-Use the rules and subsequent chart for the Hardcore Titan Death Match
--or any other of the Hardcore Charts/rulesets found in the Open Source Archive on the official board
-The match cannot end unless at least one competitor has accrued 3 Fatigue Tokens
-When a competitor has recieved his 3rd fatige token of the match, immediately roll to see if he has been bloodied and loses the match, as described further below
-If the competitor is not bloodied by his 3rd fatigue token, after EVERY fatigue token he recieves after his 3rd, he must immediately roll to see if he has been bloodied
-A roll or instruction of PIN or ROLL YOUR PIN on a card or chart results in the immediate addition of 1 fatigue token to the competitor who would normally roll his PIN and then a roll to see if said competitor has been bloodied
-Rolling a finisher adds 1 fatigue token to the opponent, and the opponent immediately rolls to see if he has been bloodied
-DO NOT add a fatigue token after rolling for Bloodshed. This roll does not operate like a normal PIN roll in this regard.
BLOODSHED ROLL:
-Make a Bloodshed Roll immediately when a competitor acquires his 3rd fatigue token and then every time the competitor recieves another Fatigue Token if needed
-To make a Bloodshed Roll, use the possibly bloodied competitors CAGE rating, and then add the current number of Fatigue Tokens the combatant has acquired. This decides the target number for this Bloodshed Roll.
-Then, roll 2 dice: If the result is higher than the target number, play continues as normal. But, if the roll is equal to or less than the target number, the competitor is Bloodied and loses the match
So there you go. If the wording is a bit confusing, I'll try to repost a simpler explanation. I think the rules set forth here do a good job of recreating First Blood matches. I did not want the match to be a race to 3 tokens and then it is over, because that seemed as if it may be too short and it makes all of the stuff in between pretty meaningless.
But then again, I did not want the match to seemingly drag on forever because guys bleed all the time when the First Blood stip is not in effect. So I think these rules find a good balance between brutality, tension, 'realism', simplicity, and match length.
But, just in case, here are some proposed variants that might make the match more in-depth, a bit longer, or a bit shorter:
-Every fatigue token, even before the 3 token limit is hit, will result in a bloodshed roll (matches might be shorter)
-When making a Bloodshed Roll, only add the number of tokens acquired PAST 3 to the CAGE rating (matches should be longer)
-If a competitor fails his Bloodshed Roll, instead of assuming immediate bloodiness, roll on the Blood & Guts chart in the Open Source Archive, or forget about the Bloodshed Roll and only use the Blood & Guts chart throughout the match (not too sure of this one)
-Bloodshed Rolls can only occur when a Fatigue Token is recieved due to the use of a weapon (not sure about this either, might make the rules a bit murky)
As always, comments, feedback, and playtesting are greatly appreciated and encouraged! Thanks!