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Post by Chewey on Dec 30, 2005 11:46:06 GMT -5
Hey Tom, This topic was posted in the general discussion folder under "Ferg," but I am curious to know the official answer - not that many of us are likely to change our ways anyway. When an offensive wrestler rolls an add 1 move, and the defensive wrestler rolls PIN but is not pinned, are you supposed to add one token before the PIN, and then a second token after the defensive wrestler kicks out? Do you roll PIN first, and then add two tokens? Do you just add 1 before you roll PIN? I'm of the opinion that a non-finisher should not be made more powerful than a finisher by forcing the defensive wrestler to accumulate two fatigue tokens, so I will usually only add one token before I roll PIN, and not after the opponent kicks out. Some agree with me and my logic. Others don't. Please don't give me an "It's up to you, promoter!" answer, I'm putting you on the spot!
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Post by Big Bri on Dec 30, 2005 13:12:08 GMT -5
I believe that Vengeance was the first character to get an Add 1 move in the Revolution 2096 edition. Maybe the official ruling is in the handbook (It's buried deep in the catacombs of my closet, so I don't know)?
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Post by stephenvegas on Dec 31, 2005 7:52:12 GMT -5
Although I am currently just in the last stages of 2094, I have the handbook for 2096 (whenever I have money I try to always get a few game editions in advance just to ensure that I'm ready to go when I get to the next COTG year). Using a hypothetical match between Lord Nexus and Vengeance as an example, the 2096 handbook does answer part of one of aaron168's questions by stating that the opponent needs to add one to their PIN each time Vengeance rolls for his eye cleaver move even if it does not lead to a pin attempt by Vengeance.
Personally, as I mentioned in another COTG thread yesterday, I interpret the rule to mean that if an opponent rolls PIN after an Add 1 move then a total of 2 will be added to his pin total after a kickout because that particular Add 1 move was extremely effective for some reason (use your immagination) at that particular point in the match rather than that same Add 1 move which did not cause the opponent to have to kick out to preserve the match.
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Post by LWPD on Dec 31, 2005 11:32:55 GMT -5
You interpret correctly StephenVegas. The add 1 rule you listed from the handbook is self explanatory. It creates another tier of move impact which is above the norm but 'different' from that of a finisher. When it connects you immediately add 1 to reflect the damage.
If a pin attempt takes place _AFTER_ an add 1 move then the 'roll pin/add 1 with survival' rule kicks in as an independent factor. This reflects that the effort of escaping a submission or kicking out of a pin attempt impacts fatigue levels REGARDLESS of what action preceded the roll. While one is free to ignore one rule in an effort to negate the effects of another it serves to defeat the purpose of 'why' each was created in the first place.
Like Watching Paint Dry (who prefers 'add 1' move sets when they are structured in a wrestling psychology 'moves have meaning' style ala the Kill Prey debut card...as opposed to the 'at times he's invisible' Wraith upgrade)
You might have to walk the fine line You might take the hard line But everybody's working overtime Living in America - eye to eye, station to station Living in America - hand to hand, across the nation Living in America - got to have a celebration
-James Brown 'Living in America'
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Post by Tom on Dec 31, 2005 11:54:19 GMT -5
When an offensive wrestler rolls an add 1 move, and the defensive wrestler rolls PIN but is not pinned, are you supposed to add one token before the PIN, and then a second token after the defensive wrestler kicks out?
Yes, that's correct.
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Post by Chewey on Jan 1, 2006 17:40:14 GMT -5
Thanks Tom.
That is the way I will play it in the future then.
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