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Post by averagereddituser on Jun 28, 2023 20:54:27 GMT -5
Ran a search and looks like this topic hasn't been discussed in earnest in years. I know the official rule is you roll a pin save (or distractor/interference attempt) before a pin roll. I've always done it that way, but it's always been an awkward mechanic to me for two reasons: 1) As the pin save is ultimately my decision, I don't love situations where: - A pin is being attempted, we'll say for example the target roll is a 5
- I call for a pin save attempt, and roll a 7, the instruction for which is that the pin save fails and the wrestler should roll their pin
- The subsequent roll is a 4 and the match is over
In this situation, my decision ended the match as the 7 roll would have been sufficient for a kick out. I find this very unsatisfying. That decision puts a finger on the scales to influence the result of the match. And I'm sure over the years it has subconsciously been something I've abused on behalf of favored wrestlers (or vice versa)
2) It also creates situations where outside interference occurs yet becomes a footnote for a match that ends up going on for a much longer period of time. To me significant outside interference should usually be the harbinger of the end of a match. Obviously it's not going to work out that way 100% of the time no matter what you do, but I also find this too to be generally unsatisfying.
I'm strongly considering permanently switching to only using the pin save, interference, or distractor rolls AFTER a successful pin roll has been made and the match is about to end. But I'm willing to listen to others perspectives on this.
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Post by Vegas on Jun 28, 2023 21:21:22 GMT -5
I personally only roll for pin saves or a Distraction attempt after an otherwise successful PIN roll has occurred.
I have found it often leads to better matches and it is not cheating as long as you are consistent in doing it that way for every match and for both sides in the match (not just the side you want to win.)
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Post by Pariah on Jun 28, 2023 21:41:34 GMT -5
I personally only roll for pin saves or a Distraction attempt after an otherwise successful PIN roll has occurred. I have found it often leads to better matches and it is not cheating as long as you are consistent in doing it that way for every match and for both sides in the match (not just the side you want to win.) This is exactly what I do... My reasoning has always been that my dice are booking the match and therefore, I don't want my 'choice' to become a potential decision maker in a match. ALSO... Surprise run-ins can only take place when a wrestler has been pinned on a roll of doubles... Which triggers a roll on the outside interference chart.
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Post by on_the_edge on Jun 28, 2023 21:46:59 GMT -5
Let me play Devil's advocate. I can see doing it either way. In the example of rolling high than low it could be a situation where the person trying to make the save did something like say, drop an elbow on the wrestler making the pin but that wrestler moved, and the elbow was dropped on the wrestler that was being pinned thus making the pin now easier. Or used a foreign object instead of the elbow and either the one attempting the save hit the one being pinned or the one making the pin took the object, like Hart's megaphone, and hit the wrestler being pinned to make the pin easier.
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Post by ~KB~ on Jun 28, 2023 22:22:03 GMT -5
I personally only roll for pin saves or a Distraction attempt after an otherwise successful PIN roll has occurred. I have found it often leads to better matches and it is not cheating as long as you are consistent in doing it that way for every match and for both sides in the match (not just the side you want to win.) This is what I do as well, always have and always will.
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Post by TTX on Jun 29, 2023 4:34:48 GMT -5
I've moved into this category lately as well. It means fewer fluke pins in tag matches.
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Post by markyhitch on Jun 29, 2023 5:09:29 GMT -5
It's been a while since I last played but I don't like the way outside interference doesn't always cause the end of the match like in the good ol' days. And it makes no sense to me to have interference just once. So I did play with infinite pin saves/outside interference and things were more satisfying, for me anyway.
Though I did have an extra dice roll.
Let's say a wrestler is being pinned and the target is 6. I roll the dice and if I get 6 or less, that wrestler calls his manager/tag team partner to interfere. I then roll the dice again for the manager's distractor rating/pin save. So the more a pinned wrestler is hurt, the more likely he/she is going to call for help.
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Post by Gunslinger on Jun 29, 2023 7:26:52 GMT -5
I personally only roll for pin saves or a Distraction attempt after an otherwise successful PIN roll has occurred. I have found it often leads to better matches and it is not cheating as long as you are consistent in doing it that way for every match and for both sides in the match (not just the side you want to win.) Same. Otherwise, it's too easy to not roll pin saves or distraction for the guy you want to lose anyway.
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Post by Swarm on Jun 29, 2023 8:47:22 GMT -5
Always before for a few reasons.
I enjoy the personal strategy of the game (instances where I am making choices are involved).
PIN saves, outside interference, distractor ratings, choice charts, roll finishers, DQ finishers, rolling up a level using the (c) or going for the chart and the (lv) option. Might be forgetting a couple, but all of these things are choices I get to make in the midst of these matches.
Not every wrestler has the same personality. All of these options help develop and accentuate each wrestlers own unique styles and personalities. And that’s how I play.
If I’m rolling two pin saves, a manger distractor and an outside interference for every match I roll then every match I roll begins to be the same and all my wrestlers are always acting the same way. That’s not what I’m looking for in my fed.
I understand the disappointment of a low roll but that’s part of the game. It’s also why I’ve installed a Champions Advantage for my champs to avoid title changes on fluke low rolls.
Big believer in the dice don’t lie.
Writing around stuff I wasn’t planning for is half of the fun I have with this game.
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Post by hexxstar on Jun 29, 2023 9:07:49 GMT -5
Always before for a few reasons. I enjoy the personal strategy of the game (instances where I am making choices are involved). PIN saves, outside interference, distractor ratings, choice charts, roll finishers, DQ finishers, rolling up a level using the (c) or going for the chart and the (lv) option. Might be forgetting a couple, but all of these things are choices I get to make in the midst of these matches. Not every wrestler has the same personality. All of these options help develop and accentuate each wrestlers own unique styles and personalities. And that’s how I play. If I’m rolling two pin saves, a manger distractor and an outside interference for every match I roll then every match I roll begins to be the same and all my wrestlers are always acting the same way. That’s not what I’m looking for in my fed. I understand the disappointment of a low roll but that’s part of the game. It’s also why I’ve installed a Champions Advantage for my champs to avoid title changes on fluke low rolls. Big believer in the dice don’t lie. Writing around stuff I wasn’t planning for is half of the fun I have with this game. Swarm what is your Champions Advantage?
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