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Post by lwffantrav on Aug 19, 2010 12:14:09 GMT -4
Just a few FYI 's on some "house rules" I use in my fed. Feel free to use any:
I use Stu's Strategy Pin Chart which really adds an additional "real" element to the game
I never liked Toms' original "a tag is successful on any level on a roll of 2-6". I can't imagine it's as easy to tag out when a wrestler is down - 3 than on dazed - 1.
My modified rules: dazed - 1 (tag) (a roll of 2-6 means the tag is successful) hurt - 2 (tag) (a roll of 2-5 means the tag is successful) down- 3 (tag) (a roll of 2-4 means the tag is successful)
I also allow one "hot tag" per match which is successful on a roll of 2-8
Any match that ends in doubles, I refer to the feud table.
I roll two dice. If the roll is odd, then I'm rolling for the X amount the wrestler will be out of action. IF the roll is even, I'm rolling for the X amount the wrestler will be injured, but still in action (I then refer to t he injury chart and adjust for the wrestler accordingly)
After that is determined, I roll on the feud table. I figured some injuries will actually put a wrestler OUT OF ACTION, but some will simply cause a wrestler to BE INJURED, BUT STILL ABLE TO WRESTLER, ALBEIT INJURED.
I also use the "Havoc Rule" where I roll up a level if there is a tag after an offensive move
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Post by wildfire on Aug 19, 2010 13:23:44 GMT -4
I've heard good things about that strategy pin chart, I'll have to try it sometime.
Here's what I do:
--I add one to pin when a defensive tag is attempted (I think Sheila might have originated that)
-- I use the choice chart every OTHER time (using the move on the card otherwise). I also use the difference in ratings instead of the opponents rating (I think one of the Olsons or Stu came up with that)
-- I never use the DQ on the DJ chart (I'm not sure anyone does)
-- I only Add 1 on Add 1 moves, never two (I think it was decided that the official rule is to add a 2nd token if the add 1 results in a pin attempt)
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Post by lwffantrav on Aug 19, 2010 14:54:16 GMT -4
I've heard good things about that strategy pin chart, I'll have to try it sometime. Here's what I do: --I add one to pin when a defensive tag is attempted (I think Sheila might have originated that) -- I use the choice chart every OTHER time (using the move on the card otherwise). I also use the difference in ratings instead of the opponents rating (I think one of the Olsons or Stu came up with that) -- I never use the DQ on the DJ chart (I'm not sure anyone does) -- I only Add 1 on Add 1 moves, never two (I think it was decided that the official rule is to add a 2nd token if the add 1 results in a pin attempt) So I'm guessing the add one to the defensive tag is prevent too many and make a strategy on when to use them? Interesting Definitely like the every other time on the choice charts. But with kids and other distractions, it would be hard to keep up with. But I like it Ugh, never understood the DQ on the deathjump chart. NEVER used then, even when I bought it in 89. Made zero sense
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Post by wildfire on Aug 19, 2010 15:21:44 GMT -4
Yeah, partially it's to stop you from attempting it every time... I think (tag)'s are too powerful otherwise, and can really slow down the match.
This way, it only happens a couple times a match, in select spots, which is how I think it works in real matches.
I guess the DQ in the deathjump goes WAY back to when some of the NWA territories had it be illegal to jump off the top rope at all, but if you were gonna go there, you shouldn't have the chart at all, really.
That's actually one thing about the card creation rules I've never liked, I don't think every wrestler should have a DJ on their card. There are plently of guys even today that never go up on the ropes,.. more so in the past.
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nate
Ring Crew
Posts: 44
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Post by nate on Aug 19, 2010 22:12:34 GMT -4
Like AA stated above, dazed - 1 (tag) (a roll of 2-6 means the tag is successful) hurt - 2 (tag) (a roll of 2-5 means the tag is successful) down- 3 (tag) (a roll of 2-4 means the tag is successful) I also have different ratings for tag teams for how long they have been together/how many wins they have.A,B,C,D and the grade has to do with how well they do at tagging out ,pin saves, double teaming ect. I don't use the havoc rule for tag moves in a singles match, but make the said move down a level of offense ( Add 1 is totally ignored, so a move -3 Add 1 (tag) becomes a move -2 .) I also do a version of that Sheila defensive tag out add 1 token to the pin. I didn't like it being every time so the first 2 attempts are free but after it is every two times.( the third, fifth and seventh and so on attempts add 1.) And also for tag matches, every wrestler involved can roll one time on the decrease fatigue chart while not the legal man, out on the apron.I use my best judgment as to when the can actually use it, and it can take 1,2,3 or no tokens off their pin rating. I follow the book as far as how tokens are given on Add 1 moves after an unsuccessful pin attempt. Where I deviate is when most Add 1 moves are followed by anything but a down or a pin. If the opponent rolls a hurt-2 I do not Add 1, but the next time that move is rolled I will Add 1 on another hurt defensive roll.That is not accumulative.Say Disaster rolled his Decapitator -3 Add 1 six times in a match , and the defensive rolls after looked like this {hurt, hurt, down, hurt, down, hurt} I would have Added 1 after that second hurt roll, that third roll of down, the fifth roll of down but not the last roll of hurt. Dazed -1 and COMEBACKS never Add 1 .I hope that made some sense. I use to do the Choice like you Wildfire, but lately I have been having the first move of the match the normal move and anytime after that it is the (ch) .Part of that is keeping track of my other house rules, I have enough and gave up the alternating (ch) situations. Also, I use both wrestlers ratings in determining the roll to beat.Because of that ,I like the old lower base numbers better, so I for all intensive purposes use the original Choice chart. Though I don't pay any attention to the moves stated in it, they are up to my imagination.Sometimes they are just the move that the Choice chart is replacing. One other thing about rolling (ch) .I have one more option other than the usual A and B. If you don't like either of them you can always opt for a rest move -1 . I do this for two reasons. One, with adding both wrestlers ratings , sometimes it get too risky for some wrestlers and it gives them a weaker alternative, also, one of my pet peeves about the current use of mechanics in cotg is level 1 defenses lack of use. I once in awhile use a chart that someone made for the times you roll the same number as the pin. It can keep the match going in different ways. I have my own 2d6 chart for double six rolls on pin attempt. Sometimes you just keep playing normally, or you might not take any fatigue, or you might even reverse the pin on occasion . On the initiative rolls, if someone rolls double 2s, the opponent rolls on level 2 offense to start the match.If someone rolls double 6s, they start on level 2 offense, and in the rare occasion one rolls double 2s and one rolls double 6s the one that rolled double 6s starts on level 3 offense. I don't roll Dq 2 times. I do use the deathjump dq option. I went back and reread it. I forgot that it wasn't because you deathjumped but because the wrestler shoves the referee. And last, one of my more esoteric ones. If a wrestler has a finisher that takes place outside the ring in some way , I reserve the right to let the wrestler just go for the countout win by increasing the finisher rating by 1-2 . So like Vector One can use FORCED EVICTION (+5) for a count out.Or even more hardcore would be Mayhem landing a +6 LEAP OF DOOM only to have the opponent roll his pin plus eight for a count out.
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