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Post by wildfire on Mar 12, 2008 16:55:03 GMT -5
At little stats action for ya:
With the average pin of 3, a (0) Finisher ends the match 8% of the time... an add 1 move, with the add 1 applied before the defensive roll (which we all do) ends the match 3% of the time.
The margin widens as pins get worse, but add 1's become better (relatively) than the Finisher is the pin is a 1 (since you can't get the pin on the (0) finisher.
However, by adding ANOTHER token on the pin attempt, the guy is at '5' if the match doesn't end, instead of '4'.. meaning the next time a pin is rolled, the chance of ending the match increases quite a bit (from 17% to 31%)
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Post by wildfire on Mar 12, 2008 16:56:14 GMT -5
Let me add 1 comment to this: I Add 1 token right away and then if there's a PIN following it, I add another token. Reading this thread, that seems the way the majority plays it and it's the correct way, the only way. Trent Lawless and Wildfire are living a lie. That is the official rule, yes, but I still think my way makes more sense, and I'm sticking to it.
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Post by aquinas on Mar 12, 2008 17:14:34 GMT -5
Let me add 1 comment to this: I Add 1 token right away and then if there's a PIN following it, I add another token. Reading this thread, that seems the way the majority plays it and it's the correct way, the only way. Trent Lawless and Wildfire are living a lie. That is the official rule, yes, but I still think my way makes more sense, and I'm sticking to it. All I'm saying is that you're playing the game wrong
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Post by Trent Lawless on Mar 12, 2008 17:18:26 GMT -5
If this is wrong, then I don't wanna be right.
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Post by aquinas on Mar 12, 2008 17:21:14 GMT -5
Well, as someone once said, "It's up to you, promoter!".....if it bothers you, it's a game and you should adjust accordingly, right? I'm a purist, but I have been known to subtly adjust things. For example, on the old charts, that annoying automatic DQ on a roll of '9' on outside interference.....it came up an unnatural amount of times in my fed, so I got to the point where I'd re-roll on 9
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Deleted Member
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Post by Deleted on Mar 12, 2008 17:27:54 GMT -5
My perspective... Add 1's represent super effective moves. Tacking on a token after a guy kicks out of a pin represents a loss of stamina due to the energy spent escaping a loss. They are two different types of "physical penalties." One shouldn't overwrite the other one just because they happen back to back. If my Eye just got Cleaved, I'm extra hurt...if I then get rolled up but manage to kick out, I'm still extra hurt, but now I'm tired too. ...so yeah, I'm with the majority. Not based on statistics...just logic. ~ :-Xsk
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Post by Knapik on Mar 12, 2008 17:35:21 GMT -5
Preach on, Brother Osk!
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Post by antimony on Mar 12, 2008 18:11:52 GMT -5
I've played it the same way as the majority all along. You add 1, then roll on Defense, and if the victim escapes a pin attempt, you add 1 again. However, that tends to stack up tokens pretty quick, so I can understand the appeal of playing it the other way--especially when you've got a card that has multiple "add 1'" scattered all over the place. However, the more important question is: If my Eye just got Cleaved, I'm extra hurt... Is it "Cleaved" or "Cloven?"
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Post by Mr. Hyde on Mar 12, 2008 18:15:47 GMT -5
Maybe it's 'Cloved'
...I don't think it's cloved.
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Post by Trent Lawless on Mar 12, 2008 18:43:06 GMT -5
Ask the guy with a dictionary on his computer!
According to Webster's Third, the past tense can be either "cleft," "cleaved," or "clove."
Now you know.
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