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Post by throwingtoasters on Jun 14, 2021 19:49:33 GMT -5
I'd love to see an innovation regarding DQs on the Out of the Ring chart. So if. a Face/Good Guy roles an result that might end in DQ, they can choose not to do whatever would lead to the DQ and take a penalty instead. For instance, they don't shove the ref, use a chair, etc and instead throw the opponent back in and roll on Lvl 2 (or 1) Offense instead of Lvl 3.
I know Face/Good Guys can 'lose their temper' but the DQ option comes up so much on Out of the Ring, it'd be great to have a rule where a wrestler can choose not to possibly get DQd.
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Post by The REAL Mr. Jimmyface on Jun 14, 2021 22:03:24 GMT -5
For disqualifications, I allow for two of them before a wrestler is disqualified. I liken it to in football, where you get a yellow card (first time you roll your DQ) and getting a red card (second time rolling your DQ). The exception is if you have an offensive move with a DQ in it. I call it the HELLFIRE rule. If literally shooting fire from your hand into someone's eye is not an "OMG, stop this match right now!" moment for a referee, they might as well throw out the rulebook and just go home.
For tags, I don't allow someone to tag in a partner on defense if they have more fatigue tokens than the person who is tagging out. For example, if Dreggs is in the ring with 2 fatigue tokens, and Mace has 4 fatigue tokens, Dreggs cannot roll his tag on defense. If it's even or more than the tag partner, defensive tag rule is in play. The only exception is if you roll a tag finisher than involves your partner taking over if your opponent kicks out of said tag finisher. I don't want to stop the double team moves, but I do want to build up a hot tag, and that's why I use that rule.
I understand champions advantage, and I've experimented with it for a time. But in the end, I don't use it. A strong champion is a strong champion. And the system I use in my fed generally keeps the strongest wrestlers competing for the Galaxian or Heavyweight titles. That usually keeps the reigns and champions at that level stronger and less fluky. The other belts, hey, an upset on that level can be a lot of fun to incorporate into a storyline.
One last thing is a twist on injured wrestlers, which goes to the injury chart in the original Ringside Companion, where there are adjustments for wrestlers with Minor (1-3 cards), Moderate (4-8 cards), or Severe (9-12 cards) injury. Before I start where an injured wrestler is slated to perform, I roll against the number of cards of their injury the same way you would roll for a disqualification. If your roll beats the number, you wrestler with the injury adjustments. If you cannot beat the number (equal or lower), the medical staff does not clear you to compete, and the opponent wins by official decision. It's both a time saver, and prevent wrestlers from accumulating a lot more injuries.
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