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Post by gwffantrav on May 12, 2006 1:18:40 GMT -5
I have to admit, I've never liked a couple of the tag rules and have modified them and thought I'd throw them out there with a couple of ideas.
I never liked the "6" or lower being the number of a partner being able to tag out. Sometimes tagging out too much on defense hurts the flow of the match. I've changed mine to a "5" or lower. Seems to work out a tad better..not as many tags, but still a good amount.
Also, having the tagged wrestler automatically come in on Level 1 Offense. I know this may seem like a lot of rolling, but in real wrestling (unless it's a "hot" tag), that always doesn't happen. Maybe if the wrestler on defense "tags" out, roll one die. Even - The partner storms the ring and takes over on Level 1 Offense. Odd - The opponent continues his assault on the partner and rolls on Level 1 Offense.
Speaking of "hot" tags. I've tried this on a few occassions and it works out pretty decent. A wrestler has the opportunity to make a "hot" tag after he has accumulated three fatigue tokens. (Official rules) The wrestler can "hot" tag on a roll of 7 or lower, (my rules) can "hot" tag on a roll of 6 or lower. Basically, just add 1 to a regular tag to make a hot tag.
ONE final thing (whew). I love it when there is tag team turmoil and the ref loses control. I thought I'd throw out my chart I've made...and I love using it.
Basically, it's used when any team has a combined 5 fatigue tokens. The team rolls 2 dice. (You will refer to the team on defense). If it is a regular team, add +2 to the roll. If it's a semi-regular team, add +1 to the roll. If the wrestlers almost never team, or never at all, add 0 to the roll.
Roll Result 2-3 Your partner runs in to break up the pin attempt, but the referee stops him. Meanwhile, your opponents get the opportunity to double team, giving you a vicious spike piledriver. You roll your Pin.
4-6 Your partner and the opponent’s partner storm the ring, with both teams brawling in the turnbuckle corners. The opponents get the upper hand as they whip the both of you to the center of the ring. You and your partner violently smash into one another. The referee finally restores order and orders the illegal men out of the ring. You add 1 to your Pin Rating and the opponent rolls on Level 3 Offense
7-9 All four men storm the ring, resulting in a huge brawl. The referee valiantly tries to restore order. Both teams roll their disqualification (roll the legal man’s disqualification). If there is no disqualification, the referee restores order, ordering the illegal members of the team out of the ring. Roll 1 die: Even: You get the upper hand on the opponent during the melee and take over on Level 3 Offense. Odd: Your opponent continues his assault on you, rolling on Level 3 Offense
10-12 Your partner and the opponent’s partner run in, resulting in a huge pier six brawl between both teams. The opponents back you and your partner in the corners and attempt to Irish whip the both of you into one another in the center of the ring. But you and your partner reverse it, sending the opponents crashing into one another. The referee sends the illegal men out of the ring. The legal opponent adds one to his Pin Rating and you take over on Level 3 Offense.
13-14 Your partner runs in to make the save, but your opponent’s partner also runs in. Your partner gives him a vicious clothesline, sending him toppling over the top rope. He then nails the opponent with a vicious kick to the back of the head, which gives you time to recover. You and your partner give your opponent a deadly double team attack! (If your team has a tag finisher, you use it on the opponent and the opponent rolls his Pin plus your tag finisher. If your team does not have a regular tag finisher, imagine a deadly double team maneuver. The opponent rolls his Pin.
Keep up the good work Tom
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Post by Wildfire on May 12, 2006 9:17:01 GMT -5
Interesting Topic ( althought in the wrong forum, I'm sure the moderators will fix that)
I've always used the rule where you add 1 to pin on a defensive tag attempt (I think its a house rule of Sheila's from back in the day) That way there's a cost to trying to tag out.
I also have guys come in on level 2 offense, just so the match doesn't bog down... its pretty rare that a guy tags in after his partner is getting pounded and doesn't at least get one shot in.
I like your chart, do you it instead of a pin save, or in addition to a pin save, or after a kick out, or what?
The other thing I've done in the past is roll for pin save AFTER you roll pin, and its successful. I believe that's been discussed before, but my ultimate decision on the matter was that I didn't want pins saves in EVERY match (because sometimes they don't happen) so I went back to making it a judgement call before the pin roll
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Post by Graymar on May 12, 2006 10:28:29 GMT -5
Here's a posting utilizing some of Bri...sheila...and me:
Credit Big Bri
Tag Team System
I've collected these from various promoters over time, although I didn't keep track of what I got from who so I'm unable to give credit where credit is due. So, if you see something that you came up with, I thank you for improving my playing experience.
TAG TEAM RULES
First of all, you need to determine what category the team falls in. Look at the following chart:
CATEGORY D (0-10 Matches) Defensive Tag: 4 (need to roll a 4 or lower to make a succesful defensive tag) Offensive Tag: 9 (need to roll a 9 or lower to make a successful offensive tag. If unsuccessful, roll on same offensive level again) Pin Saves: 0 Double Team: Add 2 to all Double Team Chart rolls
CATEGORY C (11-30 Matches) Defensive Tag: 5 Offensive Tag: 10 Pin Saves: 1 Double Team: Add 1
CATEGORY B (31-60 Matches) Defensive Tag: 6 Offensive Tag: 11 Pin Saves: 2 Double Team: No Change
CATEGORY A (61 Matches & Up) Defensive Tag: 7 Offensive Tag: Whenever You'd Like Pin Saves: 2 Double Team: -1 from all Double Team Chart rolls
This system simulates a teams improvement as they spend more time in the ring together. When a new team is formed, add the total number of (tag) options on both partners’ cards to get the starting match total. This the official number that will be used to determine the category from this point forward.
PIN SAVES, INTERFERNCE, DISTRACTIONS
-These only come into play when a wrestler has to roll a PIN rating of 5 or higher (6 for babyfaces)
-If a wrestler is appearing in someone’s corner, his Distractor Rating is automatically 5.
-A team may attempt 1 distraction, 1 interference, and no more than 2 Pin Saves per match/fall (depending on what category the team is in).
RECOVERING FATIGUE
-Whenever a tag team partner is on the apron waiting to be tagged in, he may recover any added fatigue PIN tokens on him. Each time there's an unsuccessful PIN attempt on his partner (in which one token is added to his PIN, even if a successful Pin Save is made), 1 fatigue token may be subtracted from the outside wrestler's PIN Rating until his original PIN Rating is reached.
SPECIAL SINGLES & TAG MOVES
-A move on offense followed by “tag” means the move only works in tag team matches. If the wrestler is in a singles match and you roll a “tag” move, roll again. If you roll the same move again, assume that your opponent reversed/countered whatever you were trying to do and he takes over on whatever offensive level you were on. This works the same way with “sing” (singles) moves and tag team matches.
TAGGING OUT ON DEFENSE
-No matter what category your team is in, if you roll a 12 while trying to tag out on Defense, your partner comes in at Level 2 Offense.
-Also, if you roll a 2 while trying to tag out on Defense, your next attempt to tag out on Defense will be at +1 to the dice roll.
-If you are DOWN and try to make a defensive tag, subtract 1 from the roll
FACE HOT TAG
-This allows a face tag team to come in with a vengeance ONCE per match (or fall if it’s a multi-fall match). Take the number of fatigue tokens a wrestler has received since the last tag and when he finally gets to tag in his partner, add that number to ALL of his normal rolls on Offense until the heel team regains control. (example: 1 becomes 3, 2 becomes 4, etc.). 6 is still the highest roll possible.
HEEL DEVISTATION
-Heels are allowed to cheat for a devastating double team ONCE per match (or fall if it’s a multi-fall match). For this rule, the heel team makes use of a distracted referee to destroy the face. Under this scenario, the heel team tempts the face partner into the ring. The referee tries to get the face back into his corner. In the meantime, the heel team hits a double team on the face. This double team is at –2 to the double team number above. Also, the face partner, who has just left the ring, doesn’t get to use a PIN save or interference afterward.
DEAD MAN’S RULE
-If somehow a wrestler reaches a pin rating of 12 or higher, & finds a way to tag out, he is considered "knocked out" for the remainder of the match. The "dead man" is now unconscious on the floor, unable to either tag back in, interfere, or attempt pin saves. The match, from this point on, is a two on one situation. If a tag finisher is rolled, assume that it is some form of pin attempt (Example: roll-up, backslide (Add 0 & roll pin, Add 1 if unsuccessful)). In other words, the "dead man" is incapable of assisting in any form of double team move.
MULTI-FALL MATCHES
-When changing falls, the winning team starts on Level 2 Offense. The choice of which member of the winning team starts is optional. The losing teams pinned wrestler must start the next fall. All fatigue tokens are carried forward throughout the course of a multi-fall match, although 1 fatigue token is subtracted between falls to simulate a one-minute "rest period".
ELIMINATION MATCHES
-After a fall has been scored, roll 1 die:
1: The new wrestler charges at the current wrestler, but the current wrestler surprisingly takes the new wrestler down/blocks the charge/etc. and takes over on Level 2 Offense.
2: The new wrestler enters and locks up with the current wrestler. The current wrestler takes over on Level 1 Offense.
3-5: The new wrestler enters and locks up with the current wrestler. The new wrestler takes over on Level 1 Offense.
6: The new wrestler charges at the current wrestler, knocks him down to the canvas, and takes over on Level 2 Offense.
*All fatigue ratings are carried forward throughout the course of an elimination match.
Graymar
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Post by Tournament Master on May 12, 2006 15:39:15 GMT -5
Is the hot tag an offical rule. I have never heard of that before?
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Post by Tom on May 13, 2006 9:29:30 GMT -5
I think these are good ideas and are the main reason house rules are a good thing. I may incorporate some of these tag rules myself.
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Post by gwffantrav on May 13, 2006 12:44:39 GMT -5
Here's a posting utilizing some of Bri...sheila...and me: Credit Big Bri
Tag Team System
I've collected these from various promoters over time, although I didn't keep track of what I got from who so I'm unable to give credit where credit is due. So, if you see something that you came up with, I thank you for improving my playing experience.
TAG TEAM RULES
First of all, you need to determine what category the team falls in. Look at the following chart:
CATEGORY D (0-10 Matches) Defensive Tag: 4 (need to roll a 4 or lower to make a succesful defensive tag) Offensive Tag: 9 (need to roll a 9 or lower to make a successful offensive tag. If unsuccessful, roll on same offensive level again) Pin Saves: 0 Double Team: Add 2 to all Double Team Chart rolls
CATEGORY C (11-30 Matches) Defensive Tag: 5 Offensive Tag: 10 Pin Saves: 1 Double Team: Add 1
CATEGORY B (31-60 Matches) Defensive Tag: 6 Offensive Tag: 11 Pin Saves: 2 Double Team: No Change
CATEGORY A (61 Matches & Up) Defensive Tag: 7 Offensive Tag: Whenever You'd Like Pin Saves: 2 Double Team: -1 from all Double Team Chart rolls
This system simulates a teams improvement as they spend more time in the ring together. When a new team is formed, add the total number of (tag) options on both partners’ cards to get the starting match total. This the official number that will be used to determine the category from this point forward.
PIN SAVES, INTERFERNCE, DISTRACTIONS
-These only come into play when a wrestler has to roll a PIN rating of 5 or higher (6 for babyfaces)
-If a wrestler is appearing in someone’s corner, his Distractor Rating is automatically 5.
-A team may attempt 1 distraction, 1 interference, and no more than 2 Pin Saves per match/fall (depending on what category the team is in).
RECOVERING FATIGUE
-Whenever a tag team partner is on the apron waiting to be tagged in, he may recover any added fatigue PIN tokens on him. Each time there's an unsuccessful PIN attempt on his partner (in which one token is added to his PIN, even if a successful Pin Save is made), 1 fatigue token may be subtracted from the outside wrestler's PIN Rating until his original PIN Rating is reached.
SPECIAL SINGLES & TAG MOVES
-A move on offense followed by “tag” means the move only works in tag team matches. If the wrestler is in a singles match and you roll a “tag” move, roll again. If you roll the same move again, assume that your opponent reversed/countered whatever you were trying to do and he takes over on whatever offensive level you were on. This works the same way with “sing” (singles) moves and tag team matches.
TAGGING OUT ON DEFENSE
-No matter what category your team is in, if you roll a 12 while trying to tag out on Defense, your partner comes in at Level 2 Offense.
-Also, if you roll a 2 while trying to tag out on Defense, your next attempt to tag out on Defense will be at +1 to the dice roll.
-If you are DOWN and try to make a defensive tag, subtract 1 from the roll
FACE HOT TAG
-This allows a face tag team to come in with a vengeance ONCE per match (or fall if it’s a multi-fall match). Take the number of fatigue tokens a wrestler has received since the last tag and when he finally gets to tag in his partner, add that number to ALL of his normal rolls on Offense until the heel team regains control. (example: 1 becomes 3, 2 becomes 4, etc.). 6 is still the highest roll possible.
HEEL DEVISTATION
-Heels are allowed to cheat for a devastating double team ONCE per match (or fall if it’s a multi-fall match). For this rule, the heel team makes use of a distracted referee to destroy the face. Under this scenario, the heel team tempts the face partner into the ring. The referee tries to get the face back into his corner. In the meantime, the heel team hits a double team on the face. This double team is at –2 to the double team number above. Also, the face partner, who has just left the ring, doesn’t get to use a PIN save or interference afterward.
DEAD MAN’S RULE
-If somehow a wrestler reaches a pin rating of 12 or higher, & finds a way to tag out, he is considered "knocked out" for the remainder of the match. The "dead man" is now unconscious on the floor, unable to either tag back in, interfere, or attempt pin saves. The match, from this point on, is a two on one situation. If a tag finisher is rolled, assume that it is some form of pin attempt (Example: roll-up, backslide (Add 0 & roll pin, Add 1 if unsuccessful)). In other words, the "dead man" is incapable of assisting in any form of double team move.
MULTI-FALL MATCHES
-When changing falls, the winning team starts on Level 2 Offense. The choice of which member of the winning team starts is optional. The losing teams pinned wrestler must start the next fall. All fatigue tokens are carried forward throughout the course of a multi-fall match, although 1 fatigue token is subtracted between falls to simulate a one-minute "rest period".
ELIMINATION MATCHES
-After a fall has been scored, roll 1 die:
1: The new wrestler charges at the current wrestler, but the current wrestler surprisingly takes the new wrestler down/blocks the charge/etc. and takes over on Level 2 Offense.
2: The new wrestler enters and locks up with the current wrestler. The current wrestler takes over on Level 1 Offense.
3-5: The new wrestler enters and locks up with the current wrestler. The new wrestler takes over on Level 1 Offense.
6: The new wrestler charges at the current wrestler, knocks him down to the canvas, and takes over on Level 2 Offense.
*All fatigue ratings are carried forward throughout the course of an elimination match.Graymar Intersting stuff Graymer
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Post by gwffantrav on May 13, 2006 12:49:16 GMT -5
Interesting Topic ( althought in the wrong forum, I'm sure the moderators will fix that) I like your chart, do you it instead of a pin save, or in addition to a pin save, or after a kick out, or what? Well, I put it here to throw some ideas out at Tom, for maybe future thought or an additional chart (TT Turmoil). I posted it in the other thread a while back. Yes, I use it instead of a pin save. Just an example: Road Warriors are facing the Midnight Express. Warriors are on offense and Bobby Eaton has 3 fatigue tokens and Stan Lane has 1 (giving them a combined 4 fatigue tokens). Hawk is in the ring against Stan Lane and Hawk blasts Lane with a deadly Level 3 Offense move. Lane rolls on defense and comes up PIN. This would be the 5th fatigue token, so I then just substitute any Pin attempt, save and use the turmoil chart. hope it explains it a bit...
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Post by canadianpittbull on May 13, 2006 13:22:46 GMT -5
I use the tag-team turmoil rules and chart and love it! Really adds some added bedlam to your tag-matches!
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