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Post by wayne on Mar 20, 2023 5:55:09 GMT -5
Just curious on this move. It reads Cry of Basilisk - 3 Add 2*
*Add 1 to Basilisk PIN. This move might result in double count out. Roll 2d. If 2-3 then both wrestlers are counted out. If roll is 4-12 the Basilisk throws his opponent back in the ring and rolls on level 3 offense
So it is the roll 4-12 that has got me thinking. Would you not roll on the opponent's level 3 defence first to see if it leads to a pin? Otherwise the Basilisk can never win with the move if you need to go back to level 3 offense. Also if one goes down the route of rolling on the Level 3 defence and the PIN comes up and is successful would you be tempted to record it as a count out win rather than a pin victory? Can't see the Basilisk caring whether a win via a pin fall or count out. I guess my way would be to roll 1d and if even then he/it rolls opponent back in and pins them or odd just leaves them out there to be counted out. Just wondering what other people do.
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Post by on_the_edge on Mar 20, 2023 17:42:19 GMT -5
If I recall it is a roll for a double count out and if not both men get back in the ring with Basilisk rolling on Off 3. That is how I always played it. If playing a Falls Count Anywhere match I guess you could roll pin instead but otherwise it does not make sense to me as the Pin has to be in the ring and the move has both men out on the floor.
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Post by wayne on Mar 21, 2023 3:10:06 GMT -5
Your way is right as per it is written. I just reasoned that the Basilisk would (if no double count-out) usually roll the opponent back into the ring and a possible pin chance exists if they then roll on L3D. As it stands Cry of the Basilisk has no way of being a winning move. You could roll it several times and it would be rinse and repeat. I noticed in Tom's Fed that occasionally it is written that Basilisk won the match with Cry of the Basilisk so am wondering how he treats it. End of the day I like to follow what the majority does. So if you do the way of going straight back to L3O after adding requisite number of tokens and then a couple of others comment the same, then that's good enough for me.
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Post by TTX on Mar 21, 2023 4:26:38 GMT -5
if you did the move and wanted to roll on the opponent's defense for a PIN try, go for it.
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Post by the_faction on Mar 21, 2023 9:34:42 GMT -5
Yeah I definitely play it by the rules and it fits the character as he's a wild creature(Kamala) and may not even be 100% sure how to pin, but man he can add up those tokens quickly!
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Post by wayne on Mar 21, 2023 10:25:09 GMT -5
Thanks guys. I will do it as per the book then. Maybe he can still win with the move anyway. I figure if the opponent reached 12 tokens he'd probably just not get up anyway!
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Post by TTX on Mar 21, 2023 10:31:38 GMT -5
I call the match when the pin hits 12 even if there's no pin unless the match must end some other way.
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Steef
Fighting Titan
Posts: 424
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Post by Steef on Mar 21, 2023 22:09:37 GMT -5
I do that as well.
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Post by the_faction on Mar 22, 2023 9:44:38 GMT -5
I've thought about calling standard matches at a PIN (12), but stayed w/ capping the tokens there and giving that wrestler a chance at an amazing comeback, if it ever happens. So I only do it in the special matches that call for the auto win at 10 or 12 tokens.
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Post by on_the_edge on Mar 22, 2023 14:54:16 GMT -5
For me the fact that he did not seem the type to understand how wrestling works and what a pin was allowed me to use creativity. In the early days he would be just sitting or lying on top of his victim and the referee would make the count, sometimes to stop the brutality. Then I brought Amazonia in as a manager, and she trained him how to perform much like teaching a dog how to do a trick. The fact he does not fit the mode of a regular wrestler is part of the attraction for me. It is why I like his character so much.
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