|
Post by Travis605 on Sept 11, 2020 13:11:38 GMT -5
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. It’s actually an interesting rule. I’ve always wondered about those myself. I may try it out
|
|
|
Post by Travis605 on Sept 11, 2020 13:14:08 GMT -5
For disqualifications, instead of rolling twice, I just subtract one from their original DQ rating
|
|
|
Post by brucetosis on Sept 11, 2020 14:18:14 GMT -5
I'll throw some of my wacky ideas in here...
1) Roll twice for DQ
2) In tag matches, when a wrestler goes from defense to offense, he has to have 3 successful moves in order to tag out. Also, a defensive tag cannot happen until they have rolled on defense three times.
3) Fatigue--I keep a running total of how many defensive "points" all wrestlers have accumulated in a match (dazed-1 point, hurt-2 points, down-3 points). I add a fatigue token when a wrestler hits 20, 40, and 50 points. If the match hits 60 points, it's a draw.
|
|
|
Post by Swarm on Sept 11, 2020 14:48:22 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 don’t 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 “roll twice” 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. I believe it also spawned as a result of too many DQs at GCON. Not positive though.
|
|
|
Post by Gunslinger on Sept 11, 2020 15:21:23 GMT -5
If there was ever a big revision to the rules, maybe a PIN rating that rises as the match goes on would be the way to go instead of a static PIN rating. That's an additional thing to have to keep track of, though.
|
|
|
Post by luke929 on Sept 11, 2020 15:34:15 GMT -5
If there was ever a big revision to the rules, maybe a PIN rating that rises as the match goes on would be the way to go instead of a static PIN rating. That's an additional thing to have to keep track of, though. The PIN rating DOES rise as the match goes on... at least in the advanced rules.
|
|
|
Post by Gunslinger on Sept 11, 2020 15:35:31 GMT -5
If there was ever a big revision to the rules, maybe a PIN rating that rises as the match goes on would be the way to go instead of a static PIN rating. That's an additional thing to have to keep track of, though. The PIN rating DOES rise as the match goes on... at least in the advanced rules. Does it? Huh. I've been doing DQs wrong for 30 years.
|
|
|
Post by luke929 on Sept 11, 2020 15:50:30 GMT -5
The PIN rating DOES rise as the match goes on... at least in the advanced rules. Does it? Huh. I've been doing DQs wrong for 30 years. I'm now confused... are you talking about the PIN rating, or the DQ rating?
|
|
|
Post by markyhitch on Sept 11, 2020 16:30:30 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. I started experimenting with house rules when someone pointed out to me that the tougher the L2O, the better the wrestler. So I made a rule that for every time "out of the ring (c)" or "deathjump (c)" was rolled, I rolled another die and if it was a "1", they did the move otherwise it was back to L2O. So it was more likely they rerolled on L2O. I've been happy with the results so far and have noticed no great difference in the length of matches. I'm going to try "out of the ring" for heels only (and faces who have an extra "out of the ring" on their card) and "deathjump" for those who do deathjumps. If it destroys the balance, I'll revert back.
|
|
|
Post by Gunslinger on Sept 11, 2020 21:41:41 GMT -5
Does it? Huh. I've been doing DQs wrong for 30 years. I'm now confused... are you talking about the PIN rating, or the DQ rating? Sorry, that should have said a DQ that rises as the match goes. I was trying to feed my son and type at the same time.
|
|