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Post by Gunslinger on Dec 27, 2023 11:19:54 GMT -5
So the barbed wire cage match has the chart to roll on instead of out of the ring where either you or the opponent gets rammed into the barbed wire with an add 1 in each circumstance. I think I'm going to adapt that the next time I run a cage match so 2-7 sees the opponent smashed into the cage and rolling on L3D and 8-12 sees a reversal and you roll on L3D. I think this will add a little something extra to a cage match. Blue bar cage, baby!
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Post by topdollar on Dec 27, 2023 13:28:41 GMT -5
So the barbed wire cage match has the chart to roll on instead of out of the ring where either you or the opponent gets rammed into the barbed wire with an add 1 in each circumstance. I think I'm going to adapt that the next time I run a cage match so 2-7 sees the opponent smashed into the cage and rolling on L3D and 8-12 sees a reversal and you roll on L3D. I think this will add a little something extra to a cage match. Blue bar cage, baby! Maybe we can get this added to the next ringside companion as the Blue Bar Cage Match.
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Post by TTX on Dec 28, 2023 7:39:26 GMT -5
maybe Colorful Cage Match if Blue Bar is too on the nose
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Post by Gunslinger on Dec 28, 2023 9:59:35 GMT -5
maybe Colorful Cage Match if Blue Bar is too on the nose The only other thing I can think of to add is a chart you roll on that has stuff like the Hogan-Orndorff finish on it, Tito Santana kicking Greg Valentine in the head with the cage door, and stuff like that on it but I don't know how you'd work it into the match. Maybe if the total tokes is above a certain number and you roll on the deathjump chart?
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Post by awsomsinger on Dec 28, 2023 14:13:57 GMT -5
Based on several recent remarks, I think this is a pertinent question... How do you view your fed(s)? Shoot or Work?I treat all of my feds as a 100% work... So, the fun (for me) is mainly derived from trying to interpret why the bookers (aka the dice) made the choices that they did during each card. I like the Jim Cornette booking theory of "Two guys/girls are gonna fight, who's gonna win", mixed with a touch of Paul Heyman's theory of "Who are these guys/girls, why are they fighting, why should I care?". I am almost purely shoot, and because of that, a good little man CAN beat a good big man in my feds. So for me, shoot.
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Post by awsomsinger on Dec 28, 2023 14:31:22 GMT -5
This is a cool thread. Let me throw in a few things from over 40 years of watching wrestling (For all the furrowed brows out there, I'll be 59 next month) combined with the house rules I plan on using in my upcoming fed. A lot of this I've borrowed from other promoters, as I have a large collection of charts and bootlegs saved on my computer, so if any of you see any of your stuff here, my thanks to you for your creativity.
COUNTOUTS - If one fighter rolls for CO, the other one does too
PINS - If rolling exact PIN needed, roll again. If exact pin or less, pinfall counts. If not, it was last second kickout.
PIN KICKOUTS - If you roll 1-2 more than needed, this is a weak kickout, and offensive fighter rolls on L3O. If you roll 3 or more than needed, this is a strong kickout, and offensive fighter rolls on L2O
OUT OF THE RING - Roll two dice - 2-10 play as normal, 11-12 over the top rope, DQ
DISQUALIFICATIONS - I do like World Of Sport with a touch of soccer thrown in - 1st, Yellow Card, 2nd, Red Card, 3rd, DQ
JUDGES - Will be used in case of a draw - Judge #1, Mr. P.N. Fall, Lowest PIN rating - Judge #2, Mr. Dewey Cheatem, DQ status (yellow card, red card, etc.) - Judge #3, Wynn R., Number of times DOWN-3 was rolled, or total defensive points accumulated (Still trying to decide that one)
REVERSALS - 1-5 Successful, play normally, on 6 offensive fighter stuffs reversal and rerolls on same offensive level
ATTENDANCE
This is what I do.
For example, you're in a venue that seats 14000
Roll 2D6 and take the result times 10 (Roll of 6 = 60)
Roll 2D6 again and take the result times one (Roll of 10 = 10)
Add the two together for your initial percentage (70% of 14000 = 9800)
Roll 2D6 a third time, take the result times 10, then add to your initial percentage figure (6 X 10 = 60, 9800 + 60 = 9860)
Roll 2D6 a fourth time, take the result times 1, then add this to, in this case, 9860 (10 X 1 = 10, 9860 + 10 = 9870)
Tonight's attendance 9870
If there is tiered seating i.e. general admission, box, suite, etc. I figure percentages for each tier then add them all together for final total
If at any time you reach or go over 100 in first two rolls, assume a sellout, this also applies on the third or fourth roll as well.
Hope this helps.
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Post by ~KB~ on Dec 28, 2023 16:08:20 GMT -5
Has anyone tried or use MATTHEW BUTCHER's (pw) (ag) house rule? I know mikefortune has adopted it and he's a hard guy to convince of anything. On the car ride to Galacticon in Chicago, Matt explained his house rule to me and how he thought it was dumb that a guy with worse (pw) or (ag) could NEVER do the move. I kind of blew him off, saying it would just complicate things, but after opening my mind and listening - it made total sense. It adds ONE more die roll to the game but adds so much more. Use the base of 7 So if wrestler X's (pw) is 0 and wrestler Y's (pw) is -1 A differnece of 1 Wrestler X rolls 'clothesline-2' (pw) it automatically fails because Y is stronger. Not so fast... Roll 2 dice and if the roll is 6 or less the move works (7-1=6) Rolls of 7 or higher it fails. Difference of 2, then you need to roll a 5 or less and so on. The bigger the gap between their (pw) or (ag) the less chance you have of it working. It adds another layer to the game IMO and like Mike M said when I was on roll up. You have the BASIC rules, ADVANCED rules and SUPER ADVANCED rules - just like StratOmatic.
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Post by malicelover on Dec 28, 2023 21:17:30 GMT -5
Has anyone tried or use MATTHEW BUTCHER's (pw) (ag) house rule? I know mikefortune has adopted it and he's a hard guy to convince of anything. On the car ride to Galacticon in Chicago, Matt explained his house rule to me and how he thought it was dumb that a guy with worse (pw) or (ag) could NEVER do the move. I kind of blew him off, saying it would just complicate things, but after opening my mind and listening - it made total sense. It adds ONE more die roll to the game but adds so much more. Use the base of 7 So if wrestler X's (pw) is 0 and wrestler Y's (pw) is -1 A differnece of 1 Wrestler X rolls 'clothesline-2' (pw) it automatically fails because Y is stronger. Not so fast... Roll 2 dice and if the roll is 6 or less the move works (7-1=6) Rolls of 7 or higher it fails. Difference of 2, then you need to roll a 5 or less and so on. The bigger the gap between their (pw) or (ag) the less chance you have of it working. It adds another layer to the game IMO and like Mike M said when I was on roll up. You have the BASIC rules, ADVANCED rules and SUPER ADVANCED rules - just like StratOmatic. I use this method, it absolutely helps and makes the game more enjoyable, and makes sense, because for certain cards with certain opponents moves are automatic reversals to level 2 offense. Case in point I just rolled a banger of a Two out of Three falls match between Star Warrior(c) and Exo-King in my GWF Canon fed (rolled through 2074 almost into 2088 - Spike debuts in three weeks!). Exo-King's offense his L1 4 and 5 would be automatic misses against a stud like Star Warrior, with three level moves on his L2 offense and three plus a finisher on his L3 offense. While it didn't make that much of a difference the match would have been so much less spectacular, if Exo-King didn't hit some of those L1 4 or L1 5 moves, and Star Warrior got to his stellar L2 and L3 offense right away. That doesn't mean I sometimes forget to do it, because I do, but for the most part I remember it all the time - and my matches have gone on for longer (the aforementioned title match lasted for 11 plus minutes real time, 22 minutes game time!
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Shop talk
Dec 29, 2023 23:57:32 GMT -5
via mobile
Post by mauzer33 on Dec 29, 2023 23:57:32 GMT -5
Has anyone tried or use MATTHEW BUTCHER's (pw) (ag) house rule? I know mikefortune has adopted it and he's a hard guy to convince of anything. On the car ride to Galacticon in Chicago, Matt explained his house rule to me and how he thought it was dumb that a guy with worse (pw) or (ag) could NEVER do the move. I kind of blew him off, saying it would just complicate things, but after opening my mind and listening - it made total sense. It adds ONE more die roll to the game but adds so much more. Use the base of 7 So if wrestler X's (pw) is 0 and wrestler Y's (pw) is -1 A differnece of 1 Wrestler X rolls 'clothesline-2' (pw) it automatically fails because Y is stronger. Not so fast... Roll 2 dice and if the roll is 6 or less the move works (7-1=6) Rolls of 7 or higher it fails. Difference of 2, then you need to roll a 5 or less and so on. The bigger the gap between their (pw) or (ag) the less chance you have of it working. It adds another layer to the game IMO and like Mike M said when I was on roll up. You have the BASIC rules, ADVANCED rules and SUPER ADVANCED rules - just like StratOmatic. This is a neat idea. I was always annoyed that Andre could never hit his elbow drop since it was an ag move.
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Post by TTX on Dec 30, 2023 6:29:18 GMT -5
I think it works better for COTG but it's a solid idea.
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