zanysteve
Fighting Titan
The Creeper forever , forever , forever , forever....
Posts: 400
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Post by zanysteve on Oct 8, 2020 16:39:17 GMT -5
In my COTG fed & Legends Fed , I used to use the regular higher pin rating and only added damage after Finishers or when instructed (add ones).If a wrestler reach 12, they were KO'd. Same if a finisher made a wrestler unable to kick-out.
Recently I have allowed a wrestler to go beyond a pin rating of 12 if that wrestler did not roll a down-3 on his Level Three Defense. In storyline , that wrestler is basically concussed/bleeding but is still standing and able to fight.
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Steef
Fighting Titan
Posts: 428
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Post by Steef on Oct 8, 2020 16:43:40 GMT -5
Does anybody have a house rule (or official rule, for that matter) for when wrestlers gain lots of tokens, but they're not pinned? For example, I just had a match between Thunder and Tortured Soul where Thunder kept hitting the -Add 1, but couldn't hit THE TEMPEST or Tortured Soul to hit his PIN. He ended up with a "PIN Rating" of 14 before Thunder finally(!) hit THE TEMPEST to mercifully end it. I've had that happen a few times where between manager's interference, PIN saves, high rolls and Add 1 moves that the PIN rating gets above 12 and I've thought of just saying when a wrestler has a PIN rating above 12, it's a "throw in the towel" "could not continue" or some other way of ending it. Thoughts? Great question! I wondered about this for years. When I used to play COTG feds, I typically kept playing until a decisive ending occurred. I remember a match, whenever Wraith had the card where he was pretty much always invisible and had the four "Add 1" moves, he challenged Dreggs for the Interplanetary title. Wraith kept hitting "Add 1s" and Dreggs had a ridiculous number of tokens, like 13 or 14. But then Dreggs ended up winning! When I started playing LOW, I wanted to have a more old school feel, especially for lower card or non-feud matches and also to make gimmick matches seem bloodied and wilder. So in a regular match, when only one wrestler is bleeding (blood for me in LOW is five tokens), if his PIN hits "12," I stop the match. Depending on what the last move rolled is, I will either say he submits/passes out or the ref stops it for blood. I like the blood stoppage in title matches as a gimmicky way to keep the belt on the champion but still do a rematch with the challenger. I would have to dig through my COTG handbooks but I seem to recall that in Revelations 2116, there was a note that when a wrestler's PIN rating hits "12" the match is automatically over. This was connected to Valour's finisher rating matching the opponent's fatigue count, basically saying that the highest his finisher rating could get would be a (+11) or (+12). Does anyone else remember this or am I imagining that? The booklet said: "The effectiveness of WARRIOR'S RAGE depends on how tired the opponent is. The Finisher Rating is equal to the opponent's total number of fatigue tokens, which means it may range from zero to as many as eleven (any number after eleven is icing on the cake since this will assure victory in all cases.) But I would argue, what about a PIN save? Outside interference? etc. I liked Swarm's idea of extending the match, but now there's an injury. S
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Post by j on Oct 8, 2020 20:07:13 GMT -5
Once a pin rating hits 12 I have the referee stop the match due to knockout
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Post by Cory Olson on Oct 8, 2020 22:15:46 GMT -5
Great question! I wondered about this for years. When I used to play COTG feds, I typically kept playing until a decisive ending occurred. I remember a match, whenever Wraith had the card where he was pretty much always invisible and had the four "Add 1" moves, he challenged Dreggs for the Interplanetary title. Wraith kept hitting "Add 1s" and Dreggs had a ridiculous number of tokens, like 13 or 14. But then Dreggs ended up winning! When I started playing LOW, I wanted to have a more old school feel, especially for lower card or non-feud matches and also to make gimmick matches seem bloodied and wilder. So in a regular match, when only one wrestler is bleeding (blood for me in LOW is five tokens), if his PIN hits "12," I stop the match. Depending on what the last move rolled is, I will either say he submits/passes out or the ref stops it for blood. I like the blood stoppage in title matches as a gimmicky way to keep the belt on the champion but still do a rematch with the challenger. I would have to dig through my COTG handbooks but I seem to recall that in Revelations 2116, there was a note that when a wrestler's PIN rating hits "12" the match is automatically over. This was connected to Valour's finisher rating matching the opponent's fatigue count, basically saying that the highest his finisher rating could get would be a (+11) or (+12). Does anyone else remember this or am I imagining that? The booklet said: "The effectiveness of WARRIOR'S RAGE depends on how tired the opponent is. The Finisher Rating is equal to the opponent's total number of fatigue tokens, which means it may range from zero to as many as eleven (any number after eleven is icing on the cake since this will assure victory in all cases.) But I would argue, what about a PIN save? Outside interference? etc. I liked Swarm's idea of extending the match, but now there's an injury.S Thanks for finding this, Steef! I knew I didn't imagine it. I thought the same thing about pin saves, interference, distractor rating, etc. Since most wrestlers in the GWF had some type of manager, bodyguard, or another ringside ally, I used distractors and interference a lot. But once more wrestlers started getting "Add 1s" or even multiple "Add 1s" like Wraith, fatigue tokens started piling up quickly. That's when I started wondering about settling things down a bit.
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Post by throwingtoasters on Oct 8, 2020 22:30:53 GMT -5
Once a pin rating hits 12 I have the referee stop the match due to knockout This is what I do. Leads to some interesting storylines.
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Post by LAWraith on Oct 9, 2020 14:07:22 GMT -5
Ooh I forgot this one ... in a battle royal if you get the INTO THE TURNBUCKLE roll where theres the running shoulder dive and then out of the ring. I roll two dice and if doubles both men go over the top rope. This happens quite a bit in real life it seems so I wanted a chance to happen in my fed.
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Post by iowaoaks on Oct 9, 2020 19:28:30 GMT -5
Once a pin rating hits 12 I have the referee stop the match due to knockout This is what I do. Leads to some interesting storylines. I too use this. The Basilisk has already caused a couple in his short time in the federation.
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Post by awsomsinger on Oct 9, 2020 19:47:21 GMT -5
Does anybody have a house rule (or official rule, for that matter) for when wrestlers gain lots of tokens, but they're not pinned? For example, I just had a match between Thunder and Tortured Soul where Thunder kept hitting the -Add 1, but couldn't hit THE TEMPEST or Tortured Soul to hit his PIN. He ended up with a "PIN Rating" of 14 before Thunder finally(!) hit THE TEMPEST to mercifully end it. I've had that happen a few times where between manager's interference, PIN saves, high rolls and Add 1 moves that the PIN rating gets above 12 and I've thought of just saying when a wrestler has a PIN rating above 12, it's a "throw in the towel" "could not continue" or some other way of ending it. Thoughts? Whenever I roll an ADD 1 I add one token one time, and that's it. I don't do it over and over.
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Post by awsomsinger on Oct 9, 2020 19:51:19 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. At this point, it there is a kickout, who goes on offense and at what level? 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
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Post by awsomsinger on Oct 9, 2020 19:53:46 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. These are great rules and I think I will use them if that is OK
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