Post by smathis on May 20, 2008 22:32:54 GMT -5
Mkay. This is it. I swear.
The long road of tweaking this system is pretty much done. After much playtesting, reworking, tweaking, ad infinitum, I've finally reached a happy place with this thing.
Here's the finished result.
Enjoy.
Legends of Wrestling: Strategy Options
Summary
Strategy Options change a number of optional rules in Legends of Wrestling. The intent is to have wrestlers perform within a specific role during a match. Each wrestler is given a class and three optional tactics that reinforce what type of wrestler he is.
Using Strategy Options
Every wrestler has three Strategy Options available to him at the start of every match. The pre-requisites for each type of option may change slightly from class to class but the general conditions under which the options may be used fall into 3 categories:
1. The wrestler has no Fatigue and rolled “down - 3 (lv)”
2. The wrestler has 3 Fatigue and has not used this option previously in the match
3. The wrestler uses his “(lv)” option to activate this option, instead of leaving the ring
Each wrestler has one Strategy Option that requires each of the above criteria. Some options have additional requirements that need to be met. Those are listed in the option's description.
Wrestler Classes
Wrestler Classes are groups of Strategy Options that give wrestlers options based on the specific role they are playing in a match. There are five Wrestler Classes: the Hero, the Brawler, the Heel, the Madman and the Giant.
Wrestler Class – Hero
Heroes are the “good guys” of the squared circle. They are the guys who are all guts and heart -- the wrestlers who never give up. Legends that fit this archetype include Koko B. Ware, Bob Armstrong, Bobo Brazil and Mil Mascaras.
Rope Break
Available when: You have NO FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: Many times
Description: You step outside the rope to get a brief break from your Opponent's assault.
Result: Opponent’s next roll on Offense is at -1. For example, if Opponent rolls a 6, it counts as a 5.
Rally
Available when: You have 3+ FATIGUE
Can use: ONCE
Additional Prerequisites: You have just KICKED OUT of a pin
Description: You break out of your Opponent's hold or pin and dig down deep to fight back.
Result: Roll two dice. If you roll under your current Fatigue, you take over on L2O. Otherwise, your opponent takes over on L2O.
Surprise Rollup
Available when: You have 3+ FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: ONCE. This option expends your “(lv)” option for the match.
Description: You perform a gutsy reversal to rollup your opponent for a pin.
Result: Opponent rolls Pin. If Opponent breaks Pin, you take a point of Fatigue and Opponent takes over on L3O.
Wrestler Class – Brawler
Brawlers let their fists speak for them. Brawlers are generally tough but resort to meaner tactics than Heroes. Legends that might be considered Brawlers include the Crusher, Ray Stevens, Larry Hennig and the Sandman.
Hit Me With Your Best Shot
Available when: You have NO FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: Many times
Description: Your opponent hits you with a punch or a forearm, which angers you as you offer him another shot and then start punching back.
Result: Each wrestler rolls one die and adds their Cage rating to the die. The wrestler with the lowest total takes over on L1O. In the event of a tie, re-roll hookup.
Put Up Yer Dukes
Available when: You have 3+ FATIGUE
Can use: ONCE
Additional Prerequisites: Your Opponent has just rolled an ILLEGAL MOVE
Description: Your opponent attempts to bend the rules to his favor. But you threaten to pummel him and he backs down.
Result: Opponent re-rolls on one Level of Offense lower. If he was rolling on Level 1 Offense, you take over on L2O.
Hulk Up
Available when: You have 3+ FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: ONCE. This option expends your “(lv)” option for the match.
Description: Your opponent's attack is the last straw. You get angry and prepare to beat him down.
Result: Roll one die. If you roll above your Cage rating, your opponent rolls on L3D. If not, your opponent resumes on L2O.
Wrestler Class – Heel
Heels are those wrestlers who will lie, cheat and steal to win. They resort to dirty tricks and under-handed tactics partly because they consider themselves smart enough to get away with it – and sometimes they do. Legends that could be considered Heels include Nick Bockwinkel, Buddy Rogers and Gorgeous George.
Beg for Mercy
Available when: You have NO FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: Many times
Description: You complain to the ref that your Opponent is using illegal tactics -- either pulling tights, hair or using his fists. The ref breaks the two of you up, giving you a short breather.
Result: Instead of rolling on L3O, your Opponent rolls on L1O.
Special: You can spend your "(lv)" option for the match and hit your Opponent with a low blow on any subsequent use of this option. Your Opponent rolls on L3D.
Stalling Tactics
Available when: You have 3+ FATIGUE
Can use: ONCE
Description: You duck out of the ring, have the ref intervene or break off contact with your opponent in some other way to stop his momentum. After an extended period of avoiding contact, you and your opponent resume the match.
Result: Re-roll hook-up.
Hazard Pay
Available when: You have 3+ FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: ONCE. This option expends your “(lv)” option for the match.
Additional Prerequisites: You have rolled either Deathjump, Into the Ropes or Into the Turnbuckle
Description: Your move sends the opponent colliding into the ref. With both men down, you now look to capitalize.
Result: You take over on L3O. You have a number of rounds equal to your Fatigue to go at your opponent without fear of disqualification. At any time during these rounds, you may opt to roll on the Gang, Wrestler or Manager Interference chart without expending your one Interference per match, if you have allies at ringside.
Wrestler Class – Madman
Madmen are wrestlers who completely ignore the rules, seeking only to harm or destroy their opponents. Legends that could be categorized as Madmen include The Sheik, Ox Baker and the Terrible Turk.
Foreign Object
Available when: You have NO FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: Many times
Description: You pull some sort of weapon out of your tights/boot/manboob flap and gouge the opponent with it.
Result: Roll DQ. If you are not disqualified, your opponent rolls on L3D.
Sadistic Madness
Available when: You have 3+ FATIGUE
Can use: ONCE
Additional Prerequisites: You are using "choke on the ropes" or some other illegal maneuver that is not listed as a 'disq' maneuver on your card
Description: The ref tries to break it up but you ignore him, opting to risk disqualification for the chance to inflict more harm on your opponent.
Result: Roll DQ. If you are not disqualified, your result on Offense is considered one higher. For example, a "chokehold - 2" becomes a "chokehold - 3" and a "sadistic hammerlock - 3" becomes a "sadistic hammerlock - 3 add 1".
Ringside Mayhem
Available when: You have 3+ FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: ONCE. This option expends your “(lv)” option for the match.
Description: You and your opponent begin fighting outside the ring. You pull out all stops, using the turnbuckle post, the ringbell, microphone cables and the steel steps to get the upper hand.
Result: Roll DQ. If you are not disqualified, then each wrestler rolls one die and adds their Cage rating to the die. The wrestler with the lowest total takes over on L3O. The character with the highest total takes a point of Fatigue. In the event of a tie, the wrestler with the lowest Cage rating takes over on L2O. If both wrestlers have the same Cage rating, then you take over on L2O.
Wrestler Class – Giant
The Giant is just big. He’s methodical and reasonably tough but his main weapon is his size. Legends that could be used as Giants include Giant Baba, King Kong Bundy and Cousin Luke.
Not Selling a Thing
Available when: You have NO FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: Many times
Description: Your opponent wails on you and attempts to take a decisive advantage. You shrug off your opponent's attacks.
Result: Roll one die. If the roll exceeds your Pin rating, your opponent rolls on L1O, instead of L3O. If not, continue play as normal.
Immovable Object
Available when: You have 3+ FATIGUE
Can use: ONCE
Additional Prerequisites: Your opponent has a Power rating two or more points lower than yours and has rolled "into the ropes" or "into the turnbuckle"
Description: Your opponent attempts to sling you into the ropes or the turnbuckle but you are too strong for him.
Result: You take over L2O.
Like a Ragdoll
Available when: You have 3+ FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: ONCE. This option expends your “(lv)” option for the match.
Description: You throw your opponent over the top rope.
Result: You expend your "down - 3 (lv)" option to hurl your opponent out of the ring. Instead of your opponent rolling on the Out of the Ring chart, roll your DQ. If you are not DQ'd, your opponent rolls Count-Out and you resume on L3O when he returns to the ring.
How to Pick a Class
Choosing an appropriate class is a consideration of the wrestler’s size, move set and role within your federation. Ultimately, it doesn’t matter what class you pick for a wrestler as long as it makes sense in your fed. Buddy Rogers could be a Hero or he could be a Heel. Bruiser Brody could be cast as a Madman, Giant or a Brawler. There are no hard rules or wretling historians that will come over and confiscate your cards. Whatever works best for your fed is the right choice.
Hardcore Options
The following Strategy Options only apply in Hardcore Matches. They are available to all classes at the Promoter’s discretion.
Chairs! Chairs!
Available when: You have 3+ FATIGUE
Can use: ONCE*
Additional Prerequisites: Hardcore rules. You rolled “out of the ring” on L3O
Description: While your opponent lays helpless on the mat, you run outside to bring a folding chair into the ring.
Result: You and your opponent may now roll on the “Chairs Match” chart until the next Pin or Finisher result is rolled. You resume the match on Level 2 Offense.
Holy S#*T!
Available when: You have 3+ FATIGUE
Can use: ONCE*
Additional Prerequisites: Hardcore rules. Your Agility rating is less than -1. You rolled “out of the ring” on Level 3 Offense.
Description: While your opponent recuperates outside the ring, you climb to the top turnbuckle or get a running start from the opposite side of the ring and dive onto him.
Result: Instead of your opponent rolling on the “Out of the Ring” chart, you perform a Cruiserweight Deathjump on him (see Cruiserweight Deathjump chart). If successful, roll 3 dice. Your opponent takes one Fatigue for every even number that is rolled and you take one Fatigue for every 1 that is rolled. If unsuccessful, take 2 Fatigue. Continue play by rolling an Out of the Ring chart roll.
We Want Tables
Available when: You have 3+ FATIGUE
Can use: ONCE*
Additional Prerequisites: Hardcore rules. Hardcore rules. Your opponent has 3+ Fatigue. You rolled “out of the ring” on Level 3 Offense.
Description: While your opponent recuperates, you set up a table inside or outside the ring.
Result: You set up a table either inside or outside the ring (Your choice!). You and your opponent may now use the “Tables Chart” in the Ringside Companion until the table is broken. Resume play on Level 2 Offense.
Double Team Options
In a tag-team match, teams have the following options available to them based on their role (Heel/Face).
Heel Double Team (Heel Option)
Available when: The opponent has 3+ FATIGUE
Can use: Many times
Additional Prerequisites: Your opponent has just kicked out of a Pin. Costs one Double Team
Description: You and your partner do an illegal double-team of the opponent.
Result: Roll on the Double Team chart and subtract 2 from your roll.
Hot Tag (Face Option)
Available when: You have 3+ FATIGUE
Can use: Many times
Additional Prerequisites: You have just rolled "down - 3 (tag)".
Description: You struggle to reach your partner. If you make the tag, your opponent charges into the ring taking on both opponents and clearing the ring.
Result: Roll two dice. If you roll 6 or below, you make the tag. After the mayhem, your partner takes over on L2O against an opponent of his choice from the opposing team.
The long road of tweaking this system is pretty much done. After much playtesting, reworking, tweaking, ad infinitum, I've finally reached a happy place with this thing.
Here's the finished result.
Enjoy.
Legends of Wrestling: Strategy Options
Summary
Strategy Options change a number of optional rules in Legends of Wrestling. The intent is to have wrestlers perform within a specific role during a match. Each wrestler is given a class and three optional tactics that reinforce what type of wrestler he is.
Using Strategy Options
Every wrestler has three Strategy Options available to him at the start of every match. The pre-requisites for each type of option may change slightly from class to class but the general conditions under which the options may be used fall into 3 categories:
1. The wrestler has no Fatigue and rolled “down - 3 (lv)”
2. The wrestler has 3 Fatigue and has not used this option previously in the match
3. The wrestler uses his “(lv)” option to activate this option, instead of leaving the ring
Each wrestler has one Strategy Option that requires each of the above criteria. Some options have additional requirements that need to be met. Those are listed in the option's description.
Wrestler Classes
Wrestler Classes are groups of Strategy Options that give wrestlers options based on the specific role they are playing in a match. There are five Wrestler Classes: the Hero, the Brawler, the Heel, the Madman and the Giant.
Wrestler Class – Hero
Heroes are the “good guys” of the squared circle. They are the guys who are all guts and heart -- the wrestlers who never give up. Legends that fit this archetype include Koko B. Ware, Bob Armstrong, Bobo Brazil and Mil Mascaras.
Rope Break
Available when: You have NO FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: Many times
Description: You step outside the rope to get a brief break from your Opponent's assault.
Result: Opponent’s next roll on Offense is at -1. For example, if Opponent rolls a 6, it counts as a 5.
Rally
Available when: You have 3+ FATIGUE
Can use: ONCE
Additional Prerequisites: You have just KICKED OUT of a pin
Description: You break out of your Opponent's hold or pin and dig down deep to fight back.
Result: Roll two dice. If you roll under your current Fatigue, you take over on L2O. Otherwise, your opponent takes over on L2O.
Surprise Rollup
Available when: You have 3+ FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: ONCE. This option expends your “(lv)” option for the match.
Description: You perform a gutsy reversal to rollup your opponent for a pin.
Result: Opponent rolls Pin. If Opponent breaks Pin, you take a point of Fatigue and Opponent takes over on L3O.
Wrestler Class – Brawler
Brawlers let their fists speak for them. Brawlers are generally tough but resort to meaner tactics than Heroes. Legends that might be considered Brawlers include the Crusher, Ray Stevens, Larry Hennig and the Sandman.
Hit Me With Your Best Shot
Available when: You have NO FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: Many times
Description: Your opponent hits you with a punch or a forearm, which angers you as you offer him another shot and then start punching back.
Result: Each wrestler rolls one die and adds their Cage rating to the die. The wrestler with the lowest total takes over on L1O. In the event of a tie, re-roll hookup.
Put Up Yer Dukes
Available when: You have 3+ FATIGUE
Can use: ONCE
Additional Prerequisites: Your Opponent has just rolled an ILLEGAL MOVE
Description: Your opponent attempts to bend the rules to his favor. But you threaten to pummel him and he backs down.
Result: Opponent re-rolls on one Level of Offense lower. If he was rolling on Level 1 Offense, you take over on L2O.
Hulk Up
Available when: You have 3+ FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: ONCE. This option expends your “(lv)” option for the match.
Description: Your opponent's attack is the last straw. You get angry and prepare to beat him down.
Result: Roll one die. If you roll above your Cage rating, your opponent rolls on L3D. If not, your opponent resumes on L2O.
Wrestler Class – Heel
Heels are those wrestlers who will lie, cheat and steal to win. They resort to dirty tricks and under-handed tactics partly because they consider themselves smart enough to get away with it – and sometimes they do. Legends that could be considered Heels include Nick Bockwinkel, Buddy Rogers and Gorgeous George.
Beg for Mercy
Available when: You have NO FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: Many times
Description: You complain to the ref that your Opponent is using illegal tactics -- either pulling tights, hair or using his fists. The ref breaks the two of you up, giving you a short breather.
Result: Instead of rolling on L3O, your Opponent rolls on L1O.
Special: You can spend your "(lv)" option for the match and hit your Opponent with a low blow on any subsequent use of this option. Your Opponent rolls on L3D.
Stalling Tactics
Available when: You have 3+ FATIGUE
Can use: ONCE
Description: You duck out of the ring, have the ref intervene or break off contact with your opponent in some other way to stop his momentum. After an extended period of avoiding contact, you and your opponent resume the match.
Result: Re-roll hook-up.
Hazard Pay
Available when: You have 3+ FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: ONCE. This option expends your “(lv)” option for the match.
Additional Prerequisites: You have rolled either Deathjump, Into the Ropes or Into the Turnbuckle
Description: Your move sends the opponent colliding into the ref. With both men down, you now look to capitalize.
Result: You take over on L3O. You have a number of rounds equal to your Fatigue to go at your opponent without fear of disqualification. At any time during these rounds, you may opt to roll on the Gang, Wrestler or Manager Interference chart without expending your one Interference per match, if you have allies at ringside.
Wrestler Class – Madman
Madmen are wrestlers who completely ignore the rules, seeking only to harm or destroy their opponents. Legends that could be categorized as Madmen include The Sheik, Ox Baker and the Terrible Turk.
Foreign Object
Available when: You have NO FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: Many times
Description: You pull some sort of weapon out of your tights/boot/manboob flap and gouge the opponent with it.
Result: Roll DQ. If you are not disqualified, your opponent rolls on L3D.
Sadistic Madness
Available when: You have 3+ FATIGUE
Can use: ONCE
Additional Prerequisites: You are using "choke on the ropes" or some other illegal maneuver that is not listed as a 'disq' maneuver on your card
Description: The ref tries to break it up but you ignore him, opting to risk disqualification for the chance to inflict more harm on your opponent.
Result: Roll DQ. If you are not disqualified, your result on Offense is considered one higher. For example, a "chokehold - 2" becomes a "chokehold - 3" and a "sadistic hammerlock - 3" becomes a "sadistic hammerlock - 3 add 1".
Ringside Mayhem
Available when: You have 3+ FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: ONCE. This option expends your “(lv)” option for the match.
Description: You and your opponent begin fighting outside the ring. You pull out all stops, using the turnbuckle post, the ringbell, microphone cables and the steel steps to get the upper hand.
Result: Roll DQ. If you are not disqualified, then each wrestler rolls one die and adds their Cage rating to the die. The wrestler with the lowest total takes over on L3O. The character with the highest total takes a point of Fatigue. In the event of a tie, the wrestler with the lowest Cage rating takes over on L2O. If both wrestlers have the same Cage rating, then you take over on L2O.
Wrestler Class – Giant
The Giant is just big. He’s methodical and reasonably tough but his main weapon is his size. Legends that could be used as Giants include Giant Baba, King Kong Bundy and Cousin Luke.
Not Selling a Thing
Available when: You have NO FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: Many times
Description: Your opponent wails on you and attempts to take a decisive advantage. You shrug off your opponent's attacks.
Result: Roll one die. If the roll exceeds your Pin rating, your opponent rolls on L1O, instead of L3O. If not, continue play as normal.
Immovable Object
Available when: You have 3+ FATIGUE
Can use: ONCE
Additional Prerequisites: Your opponent has a Power rating two or more points lower than yours and has rolled "into the ropes" or "into the turnbuckle"
Description: Your opponent attempts to sling you into the ropes or the turnbuckle but you are too strong for him.
Result: You take over L2O.
Like a Ragdoll
Available when: You have 3+ FATIGUE and have just rolled “DOWN – 3 (LV)”
Can use: ONCE. This option expends your “(lv)” option for the match.
Description: You throw your opponent over the top rope.
Result: You expend your "down - 3 (lv)" option to hurl your opponent out of the ring. Instead of your opponent rolling on the Out of the Ring chart, roll your DQ. If you are not DQ'd, your opponent rolls Count-Out and you resume on L3O when he returns to the ring.
How to Pick a Class
Choosing an appropriate class is a consideration of the wrestler’s size, move set and role within your federation. Ultimately, it doesn’t matter what class you pick for a wrestler as long as it makes sense in your fed. Buddy Rogers could be a Hero or he could be a Heel. Bruiser Brody could be cast as a Madman, Giant or a Brawler. There are no hard rules or wretling historians that will come over and confiscate your cards. Whatever works best for your fed is the right choice.
Hardcore Options
The following Strategy Options only apply in Hardcore Matches. They are available to all classes at the Promoter’s discretion.
Chairs! Chairs!
Available when: You have 3+ FATIGUE
Can use: ONCE*
Additional Prerequisites: Hardcore rules. You rolled “out of the ring” on L3O
Description: While your opponent lays helpless on the mat, you run outside to bring a folding chair into the ring.
Result: You and your opponent may now roll on the “Chairs Match” chart until the next Pin or Finisher result is rolled. You resume the match on Level 2 Offense.
Holy S#*T!
Available when: You have 3+ FATIGUE
Can use: ONCE*
Additional Prerequisites: Hardcore rules. Your Agility rating is less than -1. You rolled “out of the ring” on Level 3 Offense.
Description: While your opponent recuperates outside the ring, you climb to the top turnbuckle or get a running start from the opposite side of the ring and dive onto him.
Result: Instead of your opponent rolling on the “Out of the Ring” chart, you perform a Cruiserweight Deathjump on him (see Cruiserweight Deathjump chart). If successful, roll 3 dice. Your opponent takes one Fatigue for every even number that is rolled and you take one Fatigue for every 1 that is rolled. If unsuccessful, take 2 Fatigue. Continue play by rolling an Out of the Ring chart roll.
We Want Tables
Available when: You have 3+ FATIGUE
Can use: ONCE*
Additional Prerequisites: Hardcore rules. Hardcore rules. Your opponent has 3+ Fatigue. You rolled “out of the ring” on Level 3 Offense.
Description: While your opponent recuperates, you set up a table inside or outside the ring.
Result: You set up a table either inside or outside the ring (Your choice!). You and your opponent may now use the “Tables Chart” in the Ringside Companion until the table is broken. Resume play on Level 2 Offense.
Double Team Options
In a tag-team match, teams have the following options available to them based on their role (Heel/Face).
Heel Double Team (Heel Option)
Available when: The opponent has 3+ FATIGUE
Can use: Many times
Additional Prerequisites: Your opponent has just kicked out of a Pin. Costs one Double Team
Description: You and your partner do an illegal double-team of the opponent.
Result: Roll on the Double Team chart and subtract 2 from your roll.
Hot Tag (Face Option)
Available when: You have 3+ FATIGUE
Can use: Many times
Additional Prerequisites: You have just rolled "down - 3 (tag)".
Description: You struggle to reach your partner. If you make the tag, your opponent charges into the ring taking on both opponents and clearing the ring.
Result: Roll two dice. If you roll 6 or below, you make the tag. After the mayhem, your partner takes over on L2O against an opponent of his choice from the opposing team.