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).
I am going to roll some cards today and am going to try this out. I do like the rule.