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Post by Gunslinger on Sept 26, 2010 10:14:18 GMT -5
Here's a mechanic I've been toying with for longer matches/time limit draws. It works like this: - Whenever both wrestlers have the same number of tokens at the same time, consult the below chart. Old Number of Tokens | New Number of Tokens | 5 | 0 | 6 | 1 | 7 | 2 | 8 | 3 | 9 | 4 | 10 | 5 | 11 | 6 |
Once the wrestlers have their number of tokens changed at one level, they have to get the the next highest number of tokens to have them changed again. Under this system, any match that has the number of tokens reset twice and either one wrestler's PIN reaches twelve or a third reset is reached, the match is a time limit draw. This system leads to much longer matches and could see the champion getting saved by a time limit draw.
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Post by LWPD on Oct 1, 2010 17:58:35 GMT -5
Here's a mechanic I've been toying with for longer matches/time limit draws. It works like this: - Whenever both wrestlers have the same number of tokens at the same time, consult the below chart. Old Number of Tokens | New Number of Tokens | 5 | 0 | 6 | 1 | 7 | 2 | 8 | 3 | 9 | 4 | 10 | 5 | 11 | 6 |
Once the wrestlers have their number of tokens changed at one level, they have to get the the next highest number of tokens to have them changed again. Under this system, any match that has the number of tokens reset twice and either one wrestler's PIN reaches twelve or a third reset is reached, the match is a time limit draw. This system leads to much longer matches and could see the champion getting saved by a time limit draw. Interesting approach. The idea of measuring comparative levels of fatigue hasn't been explored too deeply in FG. I could see something like this being used to add more flavor to endurance based matches (Iron Man, last fall of a 2 out of 3, etc). I like the idea of having a transparent set of triggers. There are numerous circumstances that could generate a matched number of fatigue tokens (hitting a finisher, hitting an Add 1 move, kicking out of a pin attempt). I think one potential consideration is the effect of momentum on comparative fatigue. Should the measure always be uniform after a token match is reached...or should the number of subtracted tokens be staggered with some form of control pegged in? For example, if Wrestler A reaches 5 tokens 20 rolls ago, and then goes on a sustained period of offense, should his rate of recovery be equal to his opponent (Wrestler B) who was just hit with 20 consecutive moves that equal the matched 5 tokens? Should that example be measured differently than two wrestlers who hit the token match after a quick back and forth exchange of 10 offensive moves where they exchange two +5 finishers? Maybe incorporate some sort of adrenaline measure so a wrestler riding a wave of momentum recovers a bit more than someone who has been on the receiving end of an extended onslaught?
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Post by Chad Olson on Oct 16, 2010 7:17:16 GMT -5
This is an interesting concept. Tom has been going away from long matches with card changes to the GWF characters. This would allow those who still enjoy long, epic struggles to keep that flavor in their fed. I do like LWPD's idea of varying the amount of tokens reduced for someone who has been on a long offensive run. If it's a back and forth exchange of finishers and L3O moves, I could see adrenaline kicking in and lowering fatigue for both guys. But as Paint says, if one guy has been pounded for 20 moves in a row, he should retain all or most of his tokens.
Maybe this could be incorporated with some sort of rest rule for a tag match? Among the LOW staff, we've recognized a rule where someone who gets murdered in a tag match will spend all or most of the rest of the match laying on the apron trying to recover. It doesn't make sense for someone to get 5 tokens put on them, tag out, and then immediately tag back in because their team is on offense. I always hated that in real wrestling, so I try to avoid that when I play.
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Post by Gunslinger on Oct 16, 2010 7:52:18 GMT -5
I've always hated that about tag team matches as well.
The guy with the momentum gaining more tokens back is good but the concept gets more complex if you have to keep track of moves. Maybe the guy with the momentum gets to roll one die: odd he gets an additional token back, even he gets two tokens back.
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Post by Chad Olson on Oct 17, 2010 9:34:51 GMT -5
I think that's a good compromise to start, Gunslinger. If someone goes on a big run, say he puts 4 consecutive tokens on his opponent, when the tokens reset, he could get an extra token removed, or maybe two if you do a roll like you suggested.
That way, you incorporate the "hot streak" that LWPD suggested without having to count moves, which I agree can be somewhat burdensome.
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