The biggest issue (at least in terms of a simulation of a wrestling match) is the charts come up way too often......I've had matches where they were out of the ring half the time which barring stalling tactics or blood enemies doesn't really happen. I get that the reason they're like that is a balancing factor but there are times I wish there was another way. Same as constantly using a move that will never work.
I don't do the "go up a level if you don't use a (c) move" rule (I've actually never heard of it until now....is it in the handbook?) Instead, I use the chart (Example into the ropes) on the first roll if the opponent has a "C" rating, if the move is rolled a second time on a "B" rating and if I roll it 3 times in a row on an "A" rating. (The idea being, I'm more likely to throw Cycle Hog into the ropes, knowing he sucks at it, than I am Enigma who is excellent coming off the ropes).
Yep, we could also use a revision of the "drop a level" if you don't want to roll a "(c)" move. I never understood why you would have to do that. It's not much of a choice then.
Also, an Official TIMING SYSTEM!
I always looked at that rule as hesitating allows your opponent to recover a bit. You were about to throw him out the ring or climb the turnbuckle, but you decided not to. Thus they recover a little and they’re not as open as they would’ve been had you moved in immediately
That never dawned on me, so thanks for the help!
And Troy, I agree with you on a wrestler continuously attempting a move that's destined to fail when rolled. I'm considering using a house rule in which the move is IGNORED entirely after the first failure, with a reroll on the same level needed. (I may use that for my "Thing" set once I've gotten the 2011 movie prequel set ready)!
I think I’m not the 1st one who had thought about this but I just want to share this for new players like me.
So the rule is the wrestler that has a better strength/agility rating wins but I want a weak wrestler have fighting chance so I adopt some some skill checks from RPG table tops games. What I do is everytime there will be ratings checks I just roll 2 dice and add or minus the wrestler’s power/agility rating.
Example Thantos offence Power slam -2 (pw) = (2dice + 2 = rating) Vs. Symbiosis Nosfera defense +1 (pw) = (2dice -1 = rating)
In the original rule, Thantos would easily power slam nosfera but in this system nosfera can have chance to counter.
Choices or original instruction and out of the ring etc I just roll a dice, even is yes or he did the orig instruction and odd is no or he did the choice of situation.
Example Punch to head 2 (ch-a) Rolll 1 dice = 2 ( means he will do a choice of situation)
Out of the ring Roll 1 dice =1 ( the wrestler manage to hang on the ropes)
This system gives me unpredictable results and an alterantive to the “its up to you promoter” thing which I also use. But, when I play I’m also an spectator and want the “surprise me” factor and this really works for me.
I hope this will help you too thanks!
These are great rules. The only modification I would make is on the PW/AG rolls, I would subtract number of fatigue tokens accumulated by each competitor to account for accumulated fatigue. But, that's just me. Great stuff here!
It's been a long time comin', but I know a change is gonna come!
If you consistently rolled a 3rd dice all the time with the initial roll(s), you could refer to that instead of needing to reroll 1 die separately! And if the die were a different color than your main 2 dice, it would be easier to distinguish it from the other dice! (I do this when playing Strat-O-Matic Football solo: I have the 4 normal dice, and a red one for guessing right/wrong, and a green one for # of defenders in a zone, using the old defensive solitaire system they had decades ago.)
This is the chart that I use. I don't remember where I got it from, so I can not give proper credit, but here it is.
If the difference in agility or power is two or less, roll one die.
+2 - 1-5 stays on offense, 6 is a reversal +1 - 1+6 is a reversal, 2-5 stays on offense 0 - A roll of even stays on offense, roll of odds is a reversal -1 - 1+6 stays on offense, 2+5 reversal -2 - 6 stays on offense, 1-5 reversal