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Post by alanmychal1 on Jun 14, 2021 10:44:45 GMT -5
I don’t know if anyone started this thread or not, but I listened to the Filsinger Games Roll Up Podcast #13 the other day featuring Mike Fortune. It got me thinking about the Innovations/Alternatives that I have put into my method of play. I know on the podcast that Mike, Sam and Rob talked about innovations that have transformed the game. It was an awesome podcast. I listened while I was mowing my lawn, and before I knew it, I was done. That’s how interesting it was.
In the following posts, I have some innovations that I have put into my method of play. I stole many of these ideas from other promotors which posted on the Boards. I’m interested in anyone else who have made some innovations of their own to the game. I would love to see how the game can be made better.
Here is a couple of examples that I have put in my method of play:
Champions I do have a champion’s advantage that I use in my feds. For World Titles or Galaxian Titles, I decrease a champion’s pin rating by 2 for every title defense. I grew up in the 80s and love long title reigns. If I had an Attitude Era fed, I probably would not use this innovation. Thantos in 2087 has a PIN of 5(2). If he was defending the GWF Championship, he would have a PIN of 3(0) to start that match.
For tag champions or another secondary titles or women’s title, I decrease the champion(s)’ pin rating by 1. Brute & Massacre have been extremely hard to beat after their 2090 card upgrade. I am in 2094 and they have a 2 and 1/2 year title reign going on and have defended the tag titles 26 consecutive times. I’m pretty sure decreasing their pin rating by 1 has helped with that.
Defensive Tags Not sure where I got this innovation from, but it was on the Boards. I remember playing with Eastern Dynasty. Mitsuko & Khan have numerous defensive tags on their cards and it seemed like their matches go on forever because they continuously tag out. So… a wrestler can only tag out defensively for the total amount of (tag) on their cards. So Khan has 8 defensive tags on his card. After he has exhausted 8 attempts, he can no longer tag out defensively. If a wrestler has 3 defensive tags, he can only use 3 (successfully or unsuccessfully) of them and then he is done. To me, it has helped speed up tag matches.
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Post by alanmychal1 on Jun 14, 2021 10:47:03 GMT -5
Here is a few more innovations:
Disqualifications I dislike DQ’s. As Cornette would say, it’s “Lazy Booking.” I hate when I have a big championship match and the wrestlers go to the floor within a couple of moves and one of them gets DQ’d. So I made this innovation:
In a weekly show, I use DQ’s as normal. Why? DQ’s can help set up feuds and progress story lines. However, if I have a pay per view, a wrestler has to roll their DQ twice in a row to get disqualified. Exceptions: If I use pin saves, gang interference, manager interference, wrestler interference or any other charts, I only roll once and use the DQ if it is rolled.
It also depends on the territory too. I grew up watching NWA on the Superstation. DQ’s were prominent in the Dusty booking. So I only roll once on DQ when in my NWA fed even in pay per views.
Choice I only use the choice charts if a wrestler rolls that move again during the same offensive flurry. So if Chaos hits the clothesline twice on his 2LO during the same offensive flurry then I would consult the choice charts. Otherwise, I stay with the move because it helps the flow of the match.
Leave the Ring Anytime a wrestler rolls L3D and comes up as down-3 (lv). I roll one die, if it comes up as 1 or 6 then the wrestler leaves the ring and I roll “out of the ring” or “suicide dive” depending on the wrestler or his/her style or era.
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Post by Travis605 on Jun 14, 2021 11:32:42 GMT -5
I don’t know if anyone started this thread or not, but I listened to the Filsinger Games Roll Up Podcast #13 the other day featuring Mike Fortune. It got me thinking about the Innovations/Alternatives that I have put into my method of play. I know on the podcast that Mike, Sam and Rob talked about innovations that have transformed the game. It was an awesome podcast. I listened while I was mowing my lawn, and before I knew it, I was done. That’s how interesting it was. In the following posts, I have some innovations that I have put into my method of play. I stole many of these ideas from other promotors which posted on the Boards. I’m interested in anyone else who have made some innovations of their own to the game. I would love to see how the game can be made better. Here is a couple of examples that I have put in my method of play: ChampionsI do have a champion’s advantage that I use in my feds. For World Titles or Galaxian Titles, I decrease a champion’s pin rating by 2 for every title defense. I grew up in the 80s and love long title reigns. If I had an Attitude Era fed, I probably would not use this innovation. Thantos in 2087 has a PIN of 5(2). If he was defending the GWF Championship, he would have a PIN of 3(0) to start that match. For tag champions or another secondary titles or women’s title, I decrease the champion(s)’ pin rating by 1. Brute & Massacre have been extremely hard to beat after their 2090 card upgrade. I am in 2094 and they have a 2 and 1/2 year title reign going on and have defended the tag titles 26 consecutive times. I’m pretty sure decreasing their pin rating by 1 has helped with that. Defensive TagsNot sure where I got this innovation from, but it was on the Boards. I remember playing with Eastern Dynasty. Mitsuko & Khan have numerous defensive tags on their cards and it seemed like their matches go on forever because they continuously tag out. So… a wrestler can only tag out defensively for the total amount of (tag) on their cards. So Khan has 8 defensive tags on his card. After he has exhausted 8 attempts, he can no longer tag out defensively. If a wrestler has 3 defensive tags, he can only use 3 (successfully or unsuccessfully) of them and then he is done. To me, it has helped speed up tag matches. I like long reigns as well, but treat it like a shoot, so I have to accept title changes (I can never bring myself to have a champions advantage, unless I’m using a Bobby Heenan type card) I don’t like too many tags either. If feels like the flow is disrupted I do my tags dazed - 1 (2-6 sucessful) hurt - 2 (2-5 successful) down - 3. (2-4 successful) But I do like the idea of the number of tags on the card. That’s a good twist.
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Post by Travis605 on Jun 14, 2021 11:33:37 GMT -5
Here is a few more innovations: DisqualificationsI dislike DQ’s. As Cornette would say, it’s “Lazy Booking.” I hate when I have a big championship match and the wrestlers go to the floor within a couple of moves and one of them gets DQ’d. So I made this innovation: In a weekly show, I use DQ’s as normal. Why? DQ’s can help set up feuds and progress story lines. However, if I have a pay per view, a wrestler has to roll their DQ twice in a row to get disqualified. Exceptions: If I use pin saves, gang interference, manager interference, wrestler interference or any other charts, I only roll once and use the DQ if it is rolled. It also depends on the territory too. I grew up watching NWA on the Superstation. DQ’s were prominent in the Dusty booking. So I only roll once on DQ when in my NWA fed even in pay per views. Choice I only use the choice charts if a wrestler rolls that move again during the same offensive flurry. So if Chaos hits the clothesline twice on his 2LO during the same offensive flurry then I would consult the choice charts. Otherwise, I stay with the move because it helps the flow of the match. Leave the RingAnytime a wrestler rolls L3D and comes up as down-3 (lv). I roll one die, if it comes up as 1 or 6 then the wrestler leaves the ring and I roll “out of the ring” or “suicide dive” depending on the wrestler or his/her style or era. I’m not a fan of too many DQs either, so I just lower everyone’s DQ by one. It’s even across the board.
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Post by kappytno on Jun 14, 2021 14:57:59 GMT -5
I’ll have to try out limiting the defensive tags…thanks for sharing!
For all DQs, I do something similar to two-in-a-row, but with a little adjustment. When rolling DQ, I only go 2 out of 3 if I get a DQ on the first roll. Otherwise, I treat it as a no DQ and keep playing.
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Post by TTX on Jun 14, 2021 15:52:16 GMT -5
It's an interesting issue. On the one hand it is way too easy to tag out but on the other hand the game is built around that ability to do that as a lot of tag wrestlers have fewer reversals than singles guys.
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Post by Pariah on Jun 14, 2021 16:45:32 GMT -5
Like Travis605, my house rule for defensive tags is just a simple modification on the official rule. Roll 2 dice... - On L1D, tag succeeds on roll of 7 or less. - On L2D, tag succeeds on roll of 6 or less. - On L3D, tag succeeds on roll of 5 or less. For partners that do not team up on a regular basis, subtract one from the target roll.
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Post by Travis605 on Jun 14, 2021 17:57:16 GMT -5
Like Travis605, my house rule for defensive tags is just a simple modification on the official rule. Roll 2 dice... - On L1D, tag succeeds on roll of 7 or less. - On L2D, tag succeeds on roll of 6 or less. - On L3D, tag succeeds on roll of 5 or less. For partners that do not team up on a regular basis, subtract one from the target roll. Agreed.
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Post by alanmychal1 on Jun 14, 2021 18:56:34 GMT -5
I really like Travis' idea. I'm going to try it out. Thanks
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Post by alanmychal1 on Jun 14, 2021 19:37:21 GMT -5
Here's an innovation that I try to start a match:
Kick off the match with a brawl! Any time I roll the initiative to start a match and I roll doubles, I do a few things. If I have cards like Gary Michael Cappetta or Vidtek ring announcer cards, I roll on them and see what happens. I love the new Gorilla Monsoon/Bobby Heenan cards now for my WWF fed. It all depends on what cards I have for that fed.
If I don’t have card, I assume that the heel attacked the face or the face wants revenge and attacks the heel before the bell. So here is what I do… I roll both die again. If there is no doubles, I see who has initiative and start them on Level 2 Offense. If I roll doubles for a second time, I roll again. If there are no doubles, I see who has initiative and roll on Level 3 offense. If I roll doubles a third time, whoever gets the initiative hits their finisher and I roll PIN. Just a way to kick start a match.
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