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Post by tornado on Dec 24, 2021 23:38:44 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. Most of my matches average between 6-15 minutes real time with adding the finisher ratings, which are on par with real match times, so it definitely works for me. I never considered that finishers wouldn’t carry over. This is actually mind blowing to me 😂
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Post by natureboi on Dec 25, 2021 1:15:51 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. Most of my matches average between 6-15 minutes real time with adding the finisher ratings, which are on par with real match times, so it definitely works for me. I never considered that finishers wouldn’t carry over. This is actually mind blowing to me 😂 You must roll the dice more slowly than I do. 😁 Like I said, it's a question of game design and balance. The game is not designed to advance fatigue +3 or +4 in a single roll. If you're going to accelerate the fatigue process then you probably need to rebalance by rolling d12s or something. Otherwise you skew game results whether you realize it or not.
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Post by TTX on Dec 25, 2021 9:56:47 GMT -5
I've played it both ways and I do prefer not adding two....I really don't need to run WWE style matches too much. Dice do that enough already.
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Post by Justin Case on Dec 25, 2021 19:42:45 GMT -5
Out of curiosity, I was wondering after a failed pin save after an opponent hits their finisher. When it says "your partner is stopped from making the save", do you roll the PIN + Finisher again? Like roll PIN as a (0) Finisher rating? Do you still add 1 after the initial Finisher hits, then roll the PIN save, fails, roll PIN plus finisher? Add fatigue token again (in essence, getting two tokens?) How do you all handle it? Some say roll a pin save BEFORE you roll PIN, for strategy. Others say after a failed PIN? It's up to you, but what have you all done in your play?
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Post by tystates on Dec 25, 2021 20:11:07 GMT -5
I roll saves and distraction before rolling the pin. If the save fails then I roll the pin plus the finisher if it was rolled. Add 1 to fatigue if a kick out. Also if the save is made don't forget to add 1 to fatigue.
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Post by Justin Case on Dec 27, 2021 8:41:23 GMT -5
I roll saves and distraction before rolling the pin. If the save fails then I roll the pin plus the finisher if it was rolled. Add 1 to fatigue if a kick out. Also if the save is made don't forget to add 1 to fatigue. I think most do that, I was just curious if there was any variable in others play as some do their own thing in their own play. House rules, as such.
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Post by Swarm on Dec 27, 2021 9:30:34 GMT -5
I roll saves and distraction before rolling the pin. If the save fails then I roll the pin plus the finisher if it was rolled. Add 1 to fatigue if a kick out. Also if the save is made don't forget to add 1 to fatigue. Agree w Ty here. Part of the fun and strategy of FG is deciding when (and when not) to roll for things like PIN saves, outside interference, dis finishers etc… If you don’t, every match you roll ends up being the same w maxed out PIN saves, distractions etc.,, And I also do the same as Ty, adding 1 before rolling on defense. If PIN is the result and the opponent survives, he gets another fatigue token. Often a major momentum swing in a match when this happens.
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Post by Justin Case on Dec 27, 2021 11:02:28 GMT -5
I roll saves and distraction before rolling the pin. If the save fails then I roll the pin plus the finisher if it was rolled. Add 1 to fatigue if a kick out. Also if the save is made don't forget to add 1 to fatigue. Agree w Ty here. Part of the fun and strategy of FG is deciding when (and when not) to roll for things like PIN saves, outside interference, dis finishers etc… If you don’t, every match you roll ends up being the same w maxed out PIN saves, distractions etc.,, And I also do the same as Ty, adding 1 before rolling on defense. If PIN is the result and the opponent survives, he gets another fatigue token. Often a major momentum swing in a match when this happens. You were the person I think of first when I said "roll before pin save" as I know you like that strategy part of it! I just wondered if anyone else does it differently or if everyone sort of follows along the same.
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Post by tystates on Dec 27, 2021 11:29:51 GMT -5
If you roll the save/distraction before the pin attempt, then you get the scenario where you decide not to make the save and the wrestler gets pinned. You can build storylines on why the partner didn't come in or the manager try to stop the count.
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Post by Justin Case on Dec 27, 2021 20:42:29 GMT -5
If you roll the save/distraction before the pin attempt, then you get the scenario where you decide not to make the save and the wrestler gets pinned. You can build storylines on why the partner didn't come in or the manager try to stop the count. True. I always build my story lines by results and sometimes I even have story lines built ahead of time, so results don't matter. Rolling just is for fun, having no influence on the writing. Most of the play I have is to get juices flowing and play has really jarred some inspiration loose!
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