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Post by Matt on Jan 19, 2021 17:36:05 GMT -5
Without the choice charts, there just isn't as much strategy or character differentiation. Nothing wrong with playing without them, but you get a better feel for the wrestlers with them imo.
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Post by WTIC on Jan 19, 2021 17:36:49 GMT -5
Split-number situations like this are the STAPLE of Strat-o-Matic games: In football, if your QB rolls an "11" when thowing passes, you have to reroll to see if he has thrown an interception. The instruction on his 11 usually reads something like this: int +12 2-5, 12. X 6-11So if you rolled a 2 through 5 or a 12 on the reroll, the ball is intercepted by the defense. If the reroll was between 6 and 11, the ball is incomplete. I always enjoyed this kind of complexity in Strat-o, it made the game feel more real! Also, I always wanted to have the split-numbers in THIS game include the "and 12" part, but I don't think that'll happen anytime soon (at least OFFICIALLY). But, as in Strat-o, you should (and I think this is the quote in the Strat-o book) "play the Basic game until you feel comfortable enough to use the Advanced Rules" or something like that. You could always come up with your own House Rules as well. Everybody does! Todd C WTIC
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Post by Vegas on Jan 19, 2021 17:44:07 GMT -5
To me the choice carts are critical.
In addition to making agility, power, and chart ratings more important, they also give an opponent on defense two more opportunities to gain control of the match (if the choices are unsuccessful) then they would otherwise which can lead to alot less one sided matches and better/more competitive matches overall.
Also, the choice charts often play a role in intended card strength. For example, using the Indy cards:
Davey Boy Smith Jr. has a (+1) finisher, 3 Level 3 moves on L3O, and 2 Level 3 moves on L2O. Anthony Greene has a (+1) finisher, 3 Level 3 moves on L3O, and 2 Level 3 moves on L2O.
Without using the choice charts, Davey Boy Smith Jr. and Anthony Greene would play the same on all those spots on offense. However, when using the choice charts, Davey Boy Smith Jr. correctly has the stronger offense there as all of his Level 3 moves are automatic while two of Greene's Level 3 moves are (ch H) and (ch E) and thus not automatic. There is a big difference between hitting a move on Level 3 that 1/6 of the time will result in a pinfall attempt for you compared to a move that could lead to the opponent taking over on Level 2 or Level 3 Offense or the opponent even getting a pinfall attempt on you in some cases with choices G and H (and choices A and B when they are attached to a Level 2 move.)
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Post by Lee on Jan 19, 2021 18:47:53 GMT -5
Thanks for all the replies guys. Thing is, I still don't get it. The part that gets me is I don't know what to add and what to subtract. Do I take away if it's negative and add if it's positive? I am so lost. I want to understand this though so I can actually play properly.
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Post by TTX on Jan 19, 2021 18:58:27 GMT -5
So to do it Take the opponent's agility or power. If it's positive, you add (so an 8 becomes a 10 with +2 agility. Roll 10 or less to succeed) If it's negative, subtract it (so a 7 with -3 power becomes 4. Roll 2-4 to succeed)
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Post by tystates on Jan 19, 2021 19:46:05 GMT -5
I always thought the ag pw checks should have been a roll comparing both wrestlers' stats. This is wrestling and even though one guy is way smaller than the other most of the time he can still body slam the bigger guy or do most moves. Make it a 7 or less adding in the difference between the two scores. Just because you have +4 something shouldn't mean you'll never hit that move unless the other guy is a +4 too. I know we're 34 years into the game system but that's what I thought would be better.
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Post by tommybrownell on Jan 19, 2021 19:47:06 GMT -5
I use the choices chart but never use the move on the choices chart but the move on the wrestler's card. For example for "piledriver-3 (ch F)" whichever move I choose on the chart goes down as a piledriver. Same. I just use it as though there is a stronger or weaker version of the move that they have to settle for/take advantage of based on their opponent.
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Post by Pariah on Jan 19, 2021 19:57:13 GMT -5
I always thought the ag pw checks should have been a roll comparing both wrestlers' stats. This is wrestling and even though one guy is way smaller than the other most of the time he can still body slam the bigger guy or do most moves. Make it a 7 or less adding in the difference between the two scores. Just because you have +4 something shouldn't mean you'll never hit that move unless the other guy is a +4 too. I know we're 34 years into the game system but that's what I thought would be better. This is actually one of my house rules for (ag) and (pw) moves... I call it the Titan Tristan rule because I could never understand why a wrestler with +4 power could not hit certain moves on a wrestler with +2 or +3 power... I use 7 as the base number and then use the agility or power ratings of both wrestlers as modifiers for the roll. I only do this when the wrestler attempting the move has the worse rating... If the wrestler's rating is better, then the move automatically works. BTW... This is a great discussion... I agree with a number of promoters here - The advanced choice charts are an integral part of the game... Otherwise, matches are basically 99% luck with whoever gets the dice to roll their way coming out on top.
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Post by Travis605 on Jan 19, 2021 20:34:13 GMT -5
I always thought the ag pw checks should have been a roll comparing both wrestlers' stats. This is wrestling and even though one guy is way smaller than the other most of the time he can still body slam the bigger guy or do most moves. Make it a 7 or less adding in the difference between the two scores. Just because you have +4 something shouldn't mean you'll never hit that move unless the other guy is a +4 too. I know we're 34 years into the game system but that's what I thought would be better. This is actually one of my house rules for (ag) and (pw) moves... I call it the Titan Tristan rule because I could never understand why a wrestler with +4 power could not hit certain moves on a wrestler with +2 or +3 power... I use 7 as the base number and then use the agility or power ratings of both wrestlers as modifiers for the roll. I only do this when the wrestler attempting the move has the worse rating... If the wrestler's rating is better, then the move automatically works. BTW... This is a great discussion... I agree with a number of promoters here - The advanced choice charts are an integral part of the game... Otherwise, matches are basically 99% luck with whoever gets the dice to roll their way coming out on top. I heard you mention it at GCon and love it. I use it as a rule in my red
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Post by Slymm on Jan 19, 2021 20:49:00 GMT -5
I always thought the ag pw checks should have been a roll comparing both wrestlers' stats. This is wrestling and even though one guy is way smaller than the other most of the time he can still body slam the bigger guy or do most moves. Make it a 7 or less adding in the difference between the two scores. Just because you have +4 something shouldn't mean you'll never hit that move unless the other guy is a +4 too. I know we're 34 years into the game system but that's what I thought would be better. This is what I've always done. I incorporate BOTH wrestler's abilities. Then again I also roll 7 or less +/- both wrestler's rating for (ag) and (pw) moves because I loathe a guy with a 0 Power for example having no chance to hit a specific move against a guy with -1 Power. Just never made sense to me. As far as Choice Situations, I have always used them, and like Vegas said, they are an integral part of the game system. Using them adds realism and really sets wrestler's apart who otherwise would appear fairly similar as far as card strength goes.
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