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Post by JMello on Oct 6, 2006 23:41:17 GMT -5
Ok, the tag scene is kind of a downer for me...too many matches end in a DQ. Now an occasional DQ is expected and fun, but how do you limit them while still putting on a quality, lengthy tag match?
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Post by stephenvegas on Oct 6, 2006 23:55:48 GMT -5
I personally make a wrestler roll his DQ 3 times and 2 out of those 3 times he has to roll his DQ rating or lower to get disqualified. I still have DQs (even by wrestlers who have DQs of 4 or 3) but nowhere near as much before I started using that house rule. It works for me.
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Post by incognito on Oct 7, 2006 0:25:21 GMT -5
Two out of three? Not a bad idea as two in a row tends to decrease the number of DQ's too much. I'll give it a try.
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Post by LWPD on Oct 7, 2006 17:17:52 GMT -5
I've always found tag matches to be one of the most exciting parts of COTG. In addition to incorporating the no disqualification/2 out of 3 falls options...below is a link to some higher level concepts that are likely to help lengthen and improve your tag matches. Good luck and have fun. Various Tag Team Rules
LWPD (my favorite concept has always been 'tag chain wrestling' because there should be a way to relay that not all tag partners are created equal...Graymar and Big Bri's tag team longevity rules also have great merit in the right Fed setting)
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Post by dbfnq on Oct 11, 2006 10:38:03 GMT -5
After my first card, which had way too many DQs, I switched to rolling DQ twice. Next card, Endgame got DQed in the main event. I bumped up Nosfera's debut so he could attack Swarm and cost Endgame the match.
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Post by gwffantrav on Oct 12, 2006 21:51:44 GMT -5
I'm wondering why so many of the matches end in a DQ? That has me a bit confused...
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Post by GalactiKing on Oct 12, 2006 22:02:35 GMT -5
Well with the old cards it was simple.....way too high dqs and way too many ways to get them. Now there's fewer dq's which makes things more interesting I think.
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Post by gwffantrav on Oct 12, 2006 22:08:25 GMT -5
That's right about the older cards. I haven't used them for so long, I forgot about them.
If that is the case JMello, invest in the new cards! They are 10 times better...
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Post by JMello on Oct 13, 2006 0:01:55 GMT -5
What do you mean "new cards"...have all the older cards been updated with lower DQ's...is there now classics without high DQ's?
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Post by gwffantrav on Oct 13, 2006 0:04:06 GMT -5
I'm assuming you are talking about the into the ropes and Turnbuckle, out of the ring and deathjump ones (as I) JMello?
If so, they were updated a few years back. They are vast improvements.
Do you still have the original ones you received with your game?
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Post by JMello on Oct 13, 2006 0:21:57 GMT -5
yes, I use the original ones I recieved in 1996 when I originally bought 2087.
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Post by gwffantrav on Oct 13, 2006 0:24:23 GMT -5
Yeah, get the new ones. They are vastly improved. They are like $3 a piece at the online store, but your DQs will drastically drop!
That should solve your problem and bring more action to your fed!
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Post by JMello on Oct 13, 2006 0:25:01 GMT -5
Thanks fellas..check out the new action in my fed if you get the chance.
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Post by Wad on Oct 13, 2006 0:36:47 GMT -5
I'm wondering why so many of the matches end in a DQ? That has me a bit confused... When Tom wrote the cards, the first games were still pretty primitive. Only as editions progressed did you start seeing more interesting quirks to a card back. Also, COTG is very much influenced by what is going on in real-time wrestling. The impetus for lower disqualifications came about because of the hardcore wrestling of the 1990s, and fans wanted more violent matches with wrestlers who can hang tough in them. Not so much in the decade before it, when COTG was first released.
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Post by Wad on Oct 13, 2006 0:38:51 GMT -5
Ok, the tag scene is kind of a downer for me...too many matches end in a DQ. Now an occasional DQ is expected and fun, but how do you limit them while still putting on a quality, lengthy tag match? My disqualification rule: The first role is to determine whether a DQ is in play. A roll of 2-6 means it is not, a 7 means re-roll, and 8-12 is to roll the disqualification. After getting a 7, the same rules apply as a first roll, but if a 7 comes up again, the DQ is not enforced.
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Post by gwffantrav on Oct 13, 2006 0:41:10 GMT -5
I'm wondering why so many of the matches end in a DQ? That has me a bit confused... When Tom wrote the cards, the first games were still pretty primitive. Only as editions progressed did you start seeing more interesting quirks to a card back. Also, COTG is very much influenced by what is going on in real-time wrestling. The impetus for lower disqualifications came about because of the hardcore wrestling of the 1990s, and fans wanted more violent matches with wrestlers who can hang tough in them. Not so much in the decade before it, when COTG was first released. I probably mistated that Wad. What I had meant was why JMello's matches were ended in so many DQs, I was assuming he probably had the updated cards. THat's why I thought it was weird about the DQs. Then Xmaster said he probably had the older charts and it clicked in my head.
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Post by dbfnq on Oct 13, 2006 6:37:34 GMT -5
Are the situation charts that come with New Beginning the old ones or the new ones?
I figured that the new set would include the updated cards...
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