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Post by dukedave on Aug 11, 2007 17:09:37 GMT -5
Just curious to get some ideas how people handle injuries. Lately I've had the guy come back when he has 4 cards left and use the injury chart. I think the injury chart is not really too punishing for those under 4 cards and I'm thinking of just eliminating those who are injured for the whole length of their injury.
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Post by starwolf013 on Aug 11, 2007 17:36:28 GMT -5
I also think that the injury chart is too lenient, especially with the Pin Rating adjustments.
Normally, I will keep them on the shelf throughout the injury or until they have two cards left on their injury.
Another thing that I have done is equate their length of injury to a penalty on their Pin Rating. 5 Card injury = +5 Pin Rating.
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Post by johnnyreb on Aug 11, 2007 17:38:51 GMT -5
i keep the injured ones on the shelf and write their names and length of injury on a disabled list in the feds section.
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Post by stephenvegas on Aug 11, 2007 17:40:35 GMT -5
In either my COTG or LOW feds, I almost never bring a wrestler back early from injury.
The only exceptioin I can think of was recently in my LOW fed when I brought back The Crusher a card early because he was supposed to main event my Backlash PPV and I used the injury chart for The Crusher for that match which he easily lost to Nick Bockwinkel anyways.
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Post by incognito on Aug 11, 2007 18:20:08 GMT -5
I just go by the chart. Although sometimes I forget to use it during a match. You can always modify the chart if you want. Say, Minor Injury 1-2 cards, Moderate 3-4, Severe 5-6, Out 7 or more. Or something like that.
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Post by dukedave on Aug 11, 2007 18:21:25 GMT -5
Thanks for the input. I've shortened my non-PPV events and am featuring just my top rated singles and teams. Kill Prey just beat Endgame and then put a chair out and hit Ambush on him for a seven card injury. I do a card a week. Under my old system he would be back in three weeks but since I'm featuring less talent I'm thinking of starting to use the full time so I can feature other guys and give them shots at titles they haven't gotten before.
The weird thing is that Endgame held my GWF title for an 11 months stretch between 2120 and 2121 before losing to Disaster. Since I've started New Beginnings Endgame has had three title runs and all three have been ended by Disaster. Since Disaster ended this run Endgame has not even gotten back into contention and has lost matches he shouldn't and now is injured. The story will be much more impressive if he comes back after seven weeks instead of three and works his way back up the rankings.
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Post by toasterboy on Aug 11, 2007 18:55:34 GMT -5
I always put them out for the full lengthand never use the injury chart. Since in my fed Tag Team guys ONLy wrestle in Tag matches, if a tag guy gets injured his partner is out (though sometimes I'll have the partner go after one of the guys, but it depends on the story line). I do this for the reason Havoc stated above, to focus on other guys during that time.
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Post by offspring515 on Aug 11, 2007 20:38:59 GMT -5
I don't have hard and fast rules for it. Generally anyone injured for 8 cards or more I'll keep out the full time. I look at those as serious enough that the guy shouldn't return until it's totally healed up. With smaller injuries I decide on a case by case basis. If Switchblade gets a 5 card injury he'd probably want to fight through it because he's a tough guy. If Slave Beast had a 5 card injury I'd probably have him sit it out.
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Post by Wildfire on Aug 11, 2007 20:42:23 GMT -5
I do it differently depending on the character and the story...
Tough guys (like, say Screw) will pretty much keep fighting (with the injury chart) while others (say, Mensar) would sit the length of the injury.
It also depends on how the feud is going.. if it helps the feud to have the guy out, I'll go with it.
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Post by azfan on Aug 12, 2007 15:30:37 GMT -5
I have them come back if the hold a title, so as not to forfeit.
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Post by Holland227 on Aug 12, 2007 20:45:22 GMT -5
I always put them out for the full lengthand never use the injury chart. Since in my fed Tag Team guys ONLy wrestle in Tag matches, if a tag guy gets injured his partner is out (though sometimes I'll have the partner go after one of the guys, but it depends on the story line). I do this for the reason Havoc stated above, to focus on other guys during that time. never really dealt with it this way but it is not a bad idea. Have the singles guy get a revenge match then sit out. Focus more on other feuds and angles. Might work on that
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Post by mft on Aug 12, 2007 20:57:43 GMT -5
Just thought I throw what I do. If doubles come up to end the match, I'll roll 1 die.
If the roll is even, I'll roll on the injury chart and the wrestler is only injured for amount of time specified, keeps wrestling and use the injury chart for adjustments
If the roll is odd, the wrestler is actually on the shelf for the time rolled on the injury chart.
If, when rolling on the injury chart, the roll is a double, I double the amount of the injury, so I've had a few be out up to 24 cards.
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Post by markoda on Aug 12, 2007 22:54:42 GMT -5
I like that idea you have for injuries. I am going to start using that. Thanks for the idea.
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Post by Big Bri on Aug 12, 2007 23:40:05 GMT -5
Here's what I do:
There are 2 types of injuries in my fed, regular (wrestler may still compete, using injury chart modifications) and "X" (wrestler may not compete).
A regular injury becomes an "X" injury if doubles are rolled on the feud table, or, most special matches have a rule where any injury suffered during or after the match is automatically an "X" injury. The length of an "X" injury can be extended should doubles be rolled more than once (Example: rolling a 12 on the feud table, then rolling a 2 when determining injury length). In my EC fed, Solar Flare had a series of unlucky rolls and was on the shelf for about 9 months in game time. However, stuff like this makes for some great revenge storylines.
If a champion is in danger of losing his title due to being on the shelf, then he may come back when there are only 2 cards left on his injury time, but his stats are treated the same as a "severe" injury on the feud table. Again, this makes for some interesting "fighting champion" storylines.
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Post by LWPD on Aug 13, 2007 3:27:10 GMT -5
Just curious to get some ideas how people handle injuries. Lately I've had the guy come back when he has 4 cards left and use the injury chart. I think the injury chart is not really too punishing for those under 4 cards and I'm thinking of just eliminating those who are injured for the whole length of their injury. Havoc Here's something from the archives you make get some use out of. These are three distinct types of Injury Charts. The first deals with incorporating an injury 'as it happens' during the course of a match. The second deals with determining a staggered level of injury severity after the fact. The third regards the extent to which the injured can make public appearances. Adjust...disregard..enjoy! Credit Nemecys X
In-Match Injury Rule: First, each wrestler has an injury rating, which is basically their ability and desire to injure opponents. This rating is either a 0, 2, or 2-3. This is based on the wrestler's fight style, attitude, and intensity of his finisher.
Wrestlers with 0 injury ratings either don't have the capacity to injure their opponents or go out of their way not to. Ursa Major (who really can't hurt anyone with a Shotgun Cradle) and most jobbers have 0 Ratings.
Wrestlers with 2-3 ratings are either vicious, malicious, or have lethal finishers. Cypher, Disaster, and Murdock fit this.
Everyone else has a rating of 2.
These are all based on your judgment. If Ursa Major is a heel, he may end up with a 2-3. It's all up to you.
Now, in the match, if, when rolling pin or count out, you roll the opponent's injury rating, roll 1 die. If this number is less than your total number of tokens (don't count pin or cage ratings), then you are injured 1 card. If the opponent hit a finisher, then the die roll will be less than the number of tokens + the finisher rating. The injury number then is 1 + the finisher rating.
Add 1 moves are treated as +1 finishers.
For example, if Disaster (rating 2-3) is fighting Endgame (with 1 token at the moment), and Disaster nails Rampage, with Endgame rolling a 3, then the player would roll 1 die for Endgame. If he rolls a 5 or lower (1 token +4 finisher), he is injured 5 cards (probably a concussion from the blow).
Note, if the roll causes an injury but the match isn't over yet, it's up to the referee and/or injured wrestler's manage to make the decision to stop the match or not. Titles Can change hands this way.___________________________________________________________________ Injury Chart
Credit Mark Vander Zanden
Regular Match: For each token that a wrestler receives, roll 1D6. For each 'one' that is rolled consult the chart. Specialty or Grudge Match: For each token that a wrestler receives in a specialty match, roll 1D6. For each "one" that is rolled consult the chart below, adding 1 to each of the die rolls. Note that this is in ADDITION to any time lost because of a result of the match.
Basic Chart
1-3 No injury
4 Minor injury. Wrestler works with some discomfort, increase his PIN by 1 for each 1D6 cards
5 Wrestler injured and misses 1D6 fight cards
6 Re-roll on the extended chart instead
Extended Chart
2-3 Severe Injury. Wrestler is gone for 3D6 fight cards
4-5 Major Injury. Wrestler is gone for 2D6 fight cards
6-8 Moderate Injury. Wrestler is gone for 1D6 plus 2 fight cards
9-10 Debilitating Injury. Wrestler is gone for 2D6 fight cards and has a PIN+1 for another 1D6 fight cards thereafter.
11 Grievous Injury. Wrestler is gone for 1D6 times 5 fight cards and has a PIN of 1 added for another 1D6 plus 2 fight cards thereafter
12 Hideous Injury. Wrestler is gone for 1D6 times 10 fight cards and his PIN is PERMANENTLY increased by 1. He also has a fifty-fifty chance of having either his power or agility downgraded by one permanently as well.___________________________________________________________________ Credit Slymm
Injury Status Chart These are the rules I go by for determining if a wrestler can wrestle and/or appear when injured.
1. Look at the length of injury. Then roll two dice. If the roll is the same or less than the length of injury, the wrestler may not WRESTLE.
2. I then roll a second time.
a. If the roll is the same or less again, the wrestle may not even appear on the card (no run ins, interviews etc.)
b. If he beats the roll the second time, he may appear, but still may not wrestle.
c. On a roll of 7, the wrestler automatically is out of action and may not wrestle or appear.
3. Once a wrestler can wrestle, you need not roll again for the duration of his injury. If a wrestler is only able to appear, the next card you need only roll once to see if he is healthy enough to wrestle (as he is already able to appear).
Example: Rick Rude is injured 9 cards. Roll two dice. Assume the roll is 6. This means Rude cannot WRESTLE. You then roll two dice again. Say the roll is 11. This means though too injured to wrestle, he still may appear, via ringside, run-in etc. The next card, Rude's injury will be down to 8. You would then roll just once to see if he can wrestle.
REMEMBER: any roll of 7 automatically disqualifies the wrestler from competing or appearing.
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Post by setratus on Aug 13, 2007 9:59:11 GMT -5
Depends on what kind of fed I'm running. When I'm doing the solo things with me just rolling some dice and if you'll excuse the phrase, playing with myself, I don't use the injury chart. If a wrestler is injured, they're out for however many cards they are out for. I just don't want to be slowed down by having to remember who has what penalty
Currently, however, I'm running a fed with two other people (we each drafted a 1/3 of the GWF and aCe roster). We use the injury chart to the letter as the pace is a bit slower and we have time to remember.
-Kevin
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