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Post by Pariah on Sept 11, 2020 9:11:20 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! In case anyone is interested, the inspiration for this rule came from the 2119 COTG New Beginning card for Tristan... On his Level 1 Offense, he has a -2 (pw) move and a -3 (pw) move... With a +4 power rating, I questioned what are the point of these moves? It's basically an automatic reversal... Hence, my reason for creating this house rule.
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amd
Infinity Challenge
Posts: 87
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Post by amd on Sept 11, 2020 9:24:25 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! ---------------------------- This is a nice distinction having the double roll for chart stuff but a single roll for actual moves. I have been dabbling with this recently as I was getting a lot of DQ finishes in general and it thematically makes sense. The double roll for the charts makes it makes sense to do the double roll to rule out the dice not being in your favor. If the dice come up DQ twice thats just the way it goes Rolling through 2125-2127, I seem to get that DQ move on Sly Drury a lot so rolling the DQ once (its just 4 I believe) helps with the flow of the match since he is trying to sneak a move in quick and if you roll the DQ then he gets caught. Lots of good suggestions here overall. Thank you for sharing.
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Post by TTX on Sept 11, 2020 9:30:20 GMT -5
I rarely roll DQs except for story puporse or if it's for an illegal move on the card...but Shayne just seems to draw them for his despite a low dq roll. Seems to go along with Moog and his PIN.
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Post by Gunslinger on Sept 11, 2020 9:34:19 GMT -5
I can't remember if I mentioned this before but I've been toying with this idea for a time limit draw without actually having to count moves. 1. Roll two dice. Add the result to 4 + the position on the card (first match = +1, sixth match = +6, etc). 2. Once the number of tokens reaches the resulting number from #1, the time limit has expired.
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amd
Infinity Challenge
Posts: 87
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Post by amd on Sept 11, 2020 9:46:13 GMT -5
I rarely roll DQs except for story puporse or if it's for an illegal move on the card...but Shayne just seems to draw them for his despite a low dq roll. Seems to go along with Moog and his PIN. Some of these random DQs lend themselves to stories as well. I had a match where the Greek Gods went a bit wild outside the ring and it cost them to the Society of Death who are like 0-8 so far, so you get both an uncharacteristic DQ and then the underdog win all in a few bad rolls.
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Post by luke929 on Sept 11, 2020 10:42:33 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! This is a nice distinction having the double roll for chart stuff but a single roll for actual moves. I have been dabbling with this recently as I was getting a lot of DQ finishes in general and it thematically makes sense. The double roll for the charts makes it makes sense to do the double roll to rule out the dice not being in your favor. If the dice come up DQ twice thats just the way it goes Rolling through 2125-2127, I seem to get that DQ move on Sly Drury a lot so rolling the DQ once (its just 4 I believe) helps with the flow of the match since he is trying to sneak a move in quick and if you roll the DQ then he gets caught. Lots of good suggestions here overall. Thank you for sharing. I agree about the distinction... I have wavered back and forth regarding rolling once or twice for DQs, and I think this might strike the right balance. I love the creativity of so many here, and I love that the game is so easily modified to suit individual promoters.
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Post by markyhitch on Sept 11, 2020 11:21:05 GMT -5
I recently created a thread regarding the Out Of The Ring chart being possibly used for heels only (as faces are too honourable to throw their opponents out, was the idea). Thanks to the guys who responded, by the way.
Anyway, it got me thinking about the deathjump chart. I don't think there are many wrestlers who do climb the turnbuckle, so I might use this for wrestlers who have a move off the turnbuckle written on their card, as they are proven deathjumpers.
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amd
Infinity Challenge
Posts: 87
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Post by amd on Sept 11, 2020 11:31:34 GMT -5
I recently created a thread regarding the Out Of The Ring chart being possibly used for heels only (as faces are too honourable to throw their opponents out, was the idea). Thanks to the guys who responded, by the way. Anyway, it got me thinking about the deathjump chart. I don't think there are many wrestlers who do climb the turnbuckle, so I might use this for wrestlers who have a move off the turnbuckle written on their card, as they are proven deathjumpers. I saw that other thread and thought it raised some good points. Mind you I'm using the older charts from 2000ish so not sure how or what may be different in the newer charts, but the out of the ring chart does seem to steer you towards a lot of DQ worthy outcomes so saving it for mainly heels is an interesting idea. As was brought up in the comments, you could rationalize a face maybe being hit and tumbling out of the ring too so there are match reasons they would be outside the ring. It is a bit of a stretch thinking some non-high flyers would frequent the top of the turnbuckle and be jumping off, but it does provide for some PIN opportunities which might be hard to come by otherwise. Another case of the nitty gritty mechanics bumping into the "narrative flow" of the match I guess. Would your alternative be to re-roll, or shift back a level of offense in that scenario? I have had a few cases where chances to PIN were not coming up much but a mismatch on deathjumps gave some nice chances to finish the match. Someone rated C on deathjump but an otherwise solid defense can have some issues if you keep pushing deathjumps. Curious what you could swap in there to not lose that aspect of the offense.
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Post by Drew on Sept 11, 2020 12:23:30 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! This is how I do it. Only difference being if the Wrestler Interference comes as a result of a Pin Save roll, I roll twice.
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Post by TDalton on Sept 11, 2020 12:30:56 GMT -5
Regarding the "roll twice for DQ" house rule and a little history for newer/younger players: when COTG first came out, DQ and count out results were much more prevalent in real world wrestling. They helped get heat on the heels and would build to the rematch at the next house show. Kind of like the standard Madison Square Garden format during the Bruno/Backlund years. From talking to a few other promoters around that time, I donโt recall anyone rolling twice for a DQ.
Then (I think) All Japan became the big first promotion to change their philosophy and go to a nearly 100% clean finish model. Other companies saw it could be successful and began to follow that logic. And once the curtain was pulled back and pro wrestling became sports entertainment, the DQ/count out finishes became a rare event. Since a lot of the COTG cards in use from the late 80s or early 90s still had 5, 6 or even 7 DQ ratings, I think the โroll twiceโ scenario came into play to mirror what we were all seeing in the wrestling world. Not sure who first came up with it or when it started, but it made its way through the promoter grapevine quickly. Would guess this is probably the most used house rule in the game.
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