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Post by Deleted on Aug 26, 2020 13:00:50 GMT -5
Is there anyone at this point who DOESN'T use the two-DQ rule? I don't. I use a stopwatch to time a match like Sickman above, but for me it's real time x 2. So a twenty-minute match has a ten-minute time limit on the stop watch. Exception is Battles Royale, Cibernetico, and matches of that nature. For those, I use straight real time; otherwise, I would have two-hour matches. Once per match, each wrestler or team can attempt to cheat by using the ropes or pulling the trunks on a pinfall attempt. This increases the roll the opponent must make to kick out by one. So, if a wrestler has a 6 (3) PIN rating, two fatigue tokens, and the opponent puts his feet on the ropes, the wrestler has to roll above a six to kick out. The downside its that the cheating wrestler has to roll Disqualification. If he is not successful, he doesn't lose the match, but while he is arguing with the referee, the opponent recovers a bit. The cheating wrestler rolls on Level 2 Offense instead of Level 3. I can't think of any others, but I am currently distracted by my beautiful fiancé putting on earrings.
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Post by markyhitch on Aug 26, 2020 16:15:38 GMT -5
I roll once for DQ.
I also have unlimited outside interference. Really gives those with a valet the edge.
In tag team matches, I have a wrestler tag out after five moves but I'm considering doing what smart gamers would do and start with the wrestler with the lowest pin rating and only tag when his pin rating equals his partner's and vice versa. Though it may produce unrealistic matches maybe?
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Post by Drew on Aug 26, 2020 17:15:37 GMT -5
The only house rule I’m using besides the double Roll for DQ is what I can fluke pin prevention. In the event of a roll of 2 or 3, The person ringside pulls the ref out but is sent to the showers. the match continues but no more interference is allowed for the wrestler that should’ve lost.
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Post by Gunslinger on Aug 26, 2020 17:44:59 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. I don't do the two-DQ rule. I do disregard DQs if I feel its necessary, though. I also do the draw if Crusher vs. King Kong Bundy takes too long.
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Post by Swarm on Aug 26, 2020 17:58:23 GMT -5
I roll twice for DQ but only once if it’s a finisher disqualification or a - 3 dis move. I feel like rolling twice for them would be unfair.
Biggest house rule I use and I’ve used it forever is the Champion’s Advantage 1-2-3 rule.
All champions must be pinned 3 consecutive times to lose their belt. What this means is say my champ is being pinned and he needs a 5 or higher to kick out, in order for him to be pinned in this situation he would have to roll 4 or below 3 times in a row just like a 1-2-3! Makes for very dramatic title matches and helps me avoid hot potato w the belts due to low rolls.
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Post by markyhitch on Aug 28, 2020 7:09:48 GMT -5
I've thought of another rule that I came up with but never used (but someone here may find it useful).
Say a wrestler rolls on L3O and they get a 6, it's their finisher, right? Now if the other die equals the other wrestler's PIN (not their pin rating, but the number that corresponds to where it says PIN on their card) it's now a "super finisher" and you double the strength (make it +2 if the finisher rating is 0).
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Post by Pariah on Sept 11, 2020 7:51:42 GMT -5
Finally took the time to type out my main house rules...
1. Roll twice for DQ when it's the result of a roll on the out of the ring or deathjump - hurt referee chart. Only roll once for DQ when it's the result of an action on a wrestler's card (such as Bishop's Hellfire, RVD's Van Daminator, etc.) or a roll on the outside interference chart. I also roll twice for count-out when the possibility comes up on the out of the ring chart mainly because I hate count-outs and found too many matches were ending this way. In my mind, it usually takes at least a count of 20 before any ref counts to 10 anyhow. HA!
2. Defensive tags get progressively more difficult on higher defensive levels. A defensive tag is successful on a roll of 7 or lower on Level 1 Defense, a roll of 6 or lower on Level 2 Defense and a roll of 5 or lower on Level 3 Defense. This is for official teams only. Subtract one for the target number for unofficial teams.
3. This relates to (ag) and (pw) moves. They automatically work when a wrestler's agility or power rating is better (lower) than his opponent's rating. If the wrestler has a worse (higher) rating than his opponent, the move might still work. Start with a target number of 7 and then use the difference between the ratings of the two wrestler's to get the adjusment. -- Example 1: Jimmy Snuka is attempting a (pw) move against Bruiser Brody. Snuka's power rating is -1 and Brody's rating is -3, making a difference of 2. This means Snuka must roll a 5 or lower (target of 7 minus the difference between the power ratings) for the move to work. -- Example 2: Iron Sheik is attempting an (ag) move against Rob Van Dam. Sheik's agility rating is +1 and RVD's rating is -3, making a difference of 4. This means Sheik must roll a 3 or lower (target of 7 minus the difference between the agility ratings) for the move to work. This may sound complicated, but it's a really quick calculation when you've used the system for awhile.
4. Champion's advantage is only used during regular shows (not supercards or PPV style events) and it's pretty simple. Once per match, a defending champion can re-roll their PIN to avoid defeat.
5. Manager (or ringside ally) distractions can only happen once per match and only come into play to help a wrestler avoid disqualification or after the wrestler's PIN has reached at least 7. Instead of rolling separately, I build the distraction roll right into whatever I'm rolling for at the time (PIN or DQ). If the roll is greater than the distraction rating, but less than the target number (for PIN or DQ) then the distraction is unsuccessful and the wrestler loses the match. -- Example 1: Randy Savage is accompanied to the ring by Sherri Martel (Distraction Rating of 6). After accumulating enough fatigue tokens, Savage's PIN rating becomes a 7. On the next PIN attempt, if he rolls a 6 or less, Sherri automatically distracts the referee. Add one to Savage's PIN and the other wrestler continues on Level 3 Offense. -- Example 2: While rolling on the out of the ring chart, Randy Savage might be disqualified. If he rolls a 5 or less, he will be disqualified. Sherri's Distraction Rating is 6, so the distraction will obviously work. This roll comes into play on the second DQ roll (see house rule #1).
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Post by TTX on Sept 11, 2020 8:08:40 GMT -5
I've toyed with agility and power and I think that might work. Obviously there should be times it never works (and the differences will allow that) but yeah only being 1 difference on agility or power and always missing is both annoying and not very sensible.
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Post by LAWraith on Sept 11, 2020 8:27:02 GMT -5
I like Pariahs #3 and might incorporate that in certain instances. I don’t always roll twice for DQ, as it depends on the situation and story for me.
I’m trying to think of any house rules I may have that haven’t seen listed ... one that I have always done (but I think I thought was an actual rule lol) is that if a wrestler accumulates more pin tokens than can kick out of a pin the referee stops the match and that wrestler rolls pin to see how long injured. Example a wrestler is fighting Vengeance and is a pin 7(4) and let’s say somehow kicks out of 2-3 pin attempts and then Vengeance just starts hitting eye cleaver over and over. Opponent gets up to 8 pin tokens, with his pin rating he would have no way to escape pin so referee stops the match. Using Vengeance since this happened for me lol
And I’ve said before I also been using this rule since I always had issues with title changes so I instituted the you have to win a non title match to get a title match rule. Has made my titles much more stable and some interesting storylines have developed (had one where Hacksaw won the heavy metal title but refused to defend it in a special match and would get DQ’d every time to prevent losing the title. Had a long feud with Iron Sheik where he rarely won but never lost the title).
I forgot I also incorporated something else recently, “promoter bias” rule lol ... so each chapter I pick a singles wrestler, tag team and female superstar to be people I want pushed and give them what Dungeons and Dragons people would recognize as a point of inspiration or luck point to use in each match during that chapter. Example, this month I’m pushing Barry Windham. He will get his normal house show match but as a pushed wrestler this means he will also fight on the supercard along with all the champions (one more match always helps in rankings if you win lol). Now his first match is against Harley Race. Race does a couple moves and hits finisher and Windham rolls snake eyes on his pin. Wow, great their goes his push lol. But he has an inspiration point, this allows me to re roll any one dice during a match. I take one of the ones and am able to re roll it and thus avoid the quick pin.
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Post by luke929 on Sept 11, 2020 8:37:04 GMT -5
Finally took the time to type out my main house rules... 3. This relates to (ag) and (pw) moves. They automatically work when a wrestler's agility or power rating is better (lower) than his opponent's rating. If the wrestler has a worse (higher) rating than his opponent, the move might still work. Start with a target number of 7 and then use the difference between the ratings of the two wrestler's to get the adjusment. -- Example 1: Jimmy Snuka is attempting a (pw) move against Bruiser Brody. Snuka's power rating is -1 and Brody's rating is -3, making a difference of 2. This means Snuka must roll a 5 or lower (target of 7 minus the difference between the power ratings) for the move to work. -- Example 2: Iron Sheik is attempting an (ag) move against Rob Van Dam. Sheik's agility rating is +1 and RVD's rating is -3, making a difference of 4. This means Sheik must roll a 3 or lower (target of 7 minus the difference between the agility ratings) for the move to work. This may sound complicated, but it's a really quick calculation when you've used the system for awhile. I really like this... I used to have kind of a similar system, but I abandoned it as I felt that the moves worked a bit too often the way I did it... Your version seems a lot better... I will give it a try!
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