|
Post by vicvinegar on Aug 25, 2020 20:44:53 GMT -5
I've been playing with at two other people at a time, and we've crafted some in house rules to help with match flow, or just keep everyone involved. If i'm not mistaken (I very well could be) you roll for pin one time, success or failure. We implement the fatigue factor, start at the normal pin rating, and roll each count from the ref. Anyone else got there own rules?
|
|
|
Post by Thomas (TK) on Aug 25, 2020 21:04:59 GMT -5
Champions Advantage: Champions roll PIN twice
School Boy Roll Up: If a wrestler is getting pinned and rolls a natural "12", he/she counters (add 1 to PIN) and opponent must roll PIN immediately.
Pin Saves: Both myself and my son roll pon saves after the pin but only allow 2 unless the match type days otherwise.
Suicide Dive: Only allow two (2) for a single wrestler or 2 for a team
Disqualification: Roll twice for disqualification
|
|
|
Post by DK II on Aug 25, 2020 21:19:09 GMT -5
Roll DQ twice (to my knowledge there are a LOT of Promoters who use this rule.
If a wrestler/manager is required to "Roll DQ" he/she will need to roll the DQ rating or below two times in succession in order to be disqualified.
|
|
|
Post by Pete on Aug 25, 2020 23:50:29 GMT -5
Is there anyone at this point who DOESN'T use the two-DQ rule?
I too use the auto-kickout on a roll of 12, though I don't have any sort of reversal-rule--it's just a regular kickout. This was common enough that it was in use at Cons for awhile, though I think it's frowned upon now. I definitely was bailed out with it during a Canada Cup semifinal at least once.
Some promoters, including Tom himself, will declare time limit draws if a match bogs down into a series of endless L2O-L2D reversals. Or, they'll say, "I'm giving this 5/10/15/whatever more moves, if it doesn't end by then, it's a draw." I don't think I've ever actually done this myself, but sometimes I'll start making suboptimal choices just to get a match over quicker (e.g., rolling a chart even if the opponent has an A rating), or I'll just go with a DQ on the first roll if I decide that that's a proper finish.
|
|
|
Post by vicvinegar on Aug 26, 2020 9:31:44 GMT -5
Never thought about rolling twice for DQ, I think I'm going to implement that on the next game night
|
|
|
Post by Bazzy on Aug 26, 2020 9:50:14 GMT -5
I think probably EVERYONE has in some way ? . NO one has ever checked the way say I play it . I maybe doing it wrong . I know originally I was say Pin was 7(4) I was rolling to beat 7 and not 4 . Until someone told me . All I try to do is be FAIR to all wrestlers in ALL feds . No favouritism given .
|
|
|
Post by TTX on Aug 26, 2020 9:52:30 GMT -5
practically a necessity in the early years when 6 was such a common dq rating.
|
|
|
Post by Slymm on Aug 26, 2020 9:54:44 GMT -5
I have several but the one I have instituted most recently is regarding pin attempts.
When rolling pin, if the wrestler on defense beats his PIN by more than 3 (i.e. PIN is say 5 and he rolls a 9), he adds a token and the wrestler on offense rolls on Level 2 Offense. In these cases i imagine either a super quick kickout/rope break or the move didnt result in a pin/submission attempt at all.
If the wrestler on defense beats his PIN by only 1-3, i assume he kicks out at a 1, 2 or 2 1/2 count (or breaks the submission) for suspense. Then i play normally with him adding a token and the wrestler on offense rolling on Level 3 Offense.
On rolls equal to the PIN, I roll 2 dice. Even: the wrestler on defense somehow manages to get his foot on the rope or reach the ropes. He adds a token and the opponent rolls on Level 3 Offense. Odd rolls, the pin/submission stands.
I used to use the '12' roll as an automatic kickout but have strayed away from that in recent years.
I love it and it works for me. Helps extend matches and adds a little realism in regards to pin/submission attempts and when they occur in the match.
|
|
|
Post by Tournament Master on Aug 26, 2020 10:17:39 GMT -5
For DQs I roll twice for PPVs. On regular TVs if DQ is rolled successfully, then 1 of the next 2 rolls must be a DQ for the DQ to stand.
|
|
|
Post by Sickman on Aug 26, 2020 10:52:36 GMT -5
I really like the school boy roll up that Old Skewl mentioned!
For the endless array of L2O-"move-3" to L3D-"hurt-2" problem I'm sure most have had. My first solution was to start changing a "hurt-2" to a "down-3" mid match. Sort of a fatigue counter. If that still didn't end the match quicker, I would just shut it down with a draw ruling. Now I make every match have a time limit. Real time X's 4. So a 20 minute time limit match, would be played in 5 minutes real time. I use a stop watch to track.
For a pin attempt, I have a get to the ropes rule. If you are rolling a 5 pin, you need a 6 or better. If a 5 is rolled, I roll both dice. Even gets to the ropes, odd is a pin/submission. Edit: I just noticed that Slymm uses this same mechanic; pretty cool.
I can't give proper credit for this mechanic. Someone came up with a pw/ag chart. When you have a pw or ag check, if the score is within two, roll on a chart that determines who wins. For instance, Mr Hughes uses a "tossing body slam - 2 (pw) on Hugh Morrus. Normally, Mr Hughes -3 pw beats Hugh Morrus -2. With the chart, Mr Hughes has a +1 advantage, roll one die; a 2-5 play as normal, a 1 or 6 is a reversal. A +2 advantage is a reversal on 6, and a same score is even for offense
|
|