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Post by sniperniles on Dec 24, 2021 14:07:09 GMT -5
Hi Guys,
I'm thinking that I'm possibly playing this wrong, regarding the Fatigues and pins.
Example:
Wrestler card PIN 5(2)
His opponent hits his finisher let's say Piledriver (+3)
so when rolling the pin it's 2 + 3 =5
If there's no pin, we add a fatigue token.
so if we roll on pin again; what number would we be looking for a pin? 2+1 (fatigue) or 2 + 1 (Fatigue) + 3 (earlier piledriver)?
I've always been keeping track of the finisher's damage as a fatigue.
Thanks Sniper
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Post by natureboi on Dec 24, 2021 14:15:04 GMT -5
3 for a normal pin, 6 if the opponent hits his finisher again.
Fatigue is always +1 after a failed pin regardless of the finisher rating.
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Post by sniperniles on Dec 24, 2021 14:20:43 GMT -5
Guess, I've been playing it wrong. Thank you so much.
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Post by tornado on Dec 24, 2021 18:14:17 GMT -5
In this situation I would’ve rolled pin 6. Have I been playing wrong for a decade? I’m going to continue to play this way, because to me it would make sense that the finisher would carry over damage, since it is their most devastating move.
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Post by on_the_edge on Dec 24, 2021 18:29:33 GMT -5
The rules are set up as the way the game was to be played but are also just guidelines. The only rule every promotor should live by is "it's up to you promotor".
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Post by "Emperor Norton" (Mark T) on Dec 24, 2021 18:29:37 GMT -5
I think a lot of us who have been playing this game...oh...most of our lives are used to the way fatigue has always worked, but I can definitely see your case for "carryover fatigue" after getting hit with a finisher. As it stands you just add one to the pin and keep going whether it's off of a sunset flip or a VADER BOMB. Anyone who wants to establish a house rule for that I cannot fault because I do see the logic. I'll keep doing it "by the book" because it's just simpler.
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Post by tornado on Dec 24, 2021 18:36:38 GMT -5
The great thing is that the game is so customizable that everybody can do what works best for them!
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Post by natureboi on Dec 24, 2021 21:20:12 GMT -5
It's a question of game balance. Do you enjoy really short matches? Because that's what you will get if you add the finisher rating to fatigue every time.
The finisher rating is only designed to increase the likelihood of a pin, not to accelerate fatigue. Most moves, with the exception of add 1 moves, likewise do not accelerate fatigue no matter how devastating they sound.
It's up to you promoter, but, if you've been playing the game wrong because of a rules misunderstanding, try playing it right now that you know the rule. You might find you enjoy the game even more.
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Post by Vegas on Dec 24, 2021 22:11:59 GMT -5
I only add 1 to PIN for fatigue after an unsuccessful pin/submission attempt after a finisher regardless of finisher rating. However if an Add 1 move leads to a PIN attempt, I of course add 1 to the opponent’s PIN before rolling for PIN but if that pin/submission attempt from the Add 1 move is unsuccessful then I personally do NOT add 1 more to the PIN rating afterward as that would make the Add 1 move (2 tokens total after a PIN attempt) stronger than the finisher (1 token after a PIN attempt) which makes no sense to me.
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Post by Pete on Dec 24, 2021 22:25:15 GMT -5
I only add 1 to PIN for fatigue after an unsuccessful pin/submission attempt after a finisher regardless of finisher rating. However if an Add 1 move leads to a PIN attempt, I of course add 1 to the opponent’s PIN before rolling for PIN but if that pin/submission attempt from the Add 1 move is unsuccessful then I personally do NOT add 1 more to the PIN rating afterward as that would make the Add 1 move (2 tokens total after a PIN attempt) stronger than the finisher (1 token after a PIN attempt) which makes no sense to me. I switched to this method sometime around the 2110s when Add 1s and guys with multiple Add 1s became ubiquitous. It still has more punch than a Level 3 move (since it increases the chance of a pin before you roll for pin) but doesn't lead to guys getting multiple tokens in the first 5 minutes.
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