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Post by WTIC on Mar 13, 2004 16:58:55 GMT -5
HOUSE RULES COMPILED:Although I searched through all the official booklets and the thirty or so issues I have of the GWF Promoter, this is all I can find. If I missed anyone‘s House Rules, or anyone wants to add something that was in a GWF Promoter that I don‘t have, please add them here so all the House Rules are on just one thread: OFFICIAL RULE REVISIONS: RECOVERING FATIGUE TOKENS (GWF Promoter issue 60): 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 is an unsuccessful PIN attempt on his partner (in which one token is added to his PIN, even if a successful Pin Save is made), one fatigue token may be subtracted from the outside wrestler’s PIN rate up to his original fatigue PIN Rating. DISTRACTION RATINGS (2117 booklet): Distractor Ratings for ANYONE appearing at ringside are “5”. If a wrestler appears at ringside, then his Distractor Rating is “5”. A wrestler, manager, or valet may attempt to distract the referee ONCE during the match. Only ONE person may try ONE distraction during a match. UNOFFICIAL HOUSE RULES:Check the replies to this post for more unofficial House Rules. Here is a website that has House Rules for Champions of the Galaxy: SUBMISSION RULES (from GWF WarZone site): www.angelfire.com/ga/cryos/submission.htmlMore House Rules below.
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Post by WTIC on Mar 13, 2004 17:00:51 GMT -5
UNOFFICIAL HOUSE RULES COMPANIONHere are the House Rules used by individual Promoters. There must be A LOT more! Add them to this thread please! FEWER DISQUALIFICATIONS: (from Peter Beck, GWF Promoter issue #13): “When the instructions read ‘Roll Disqualification’, roll both dice. If it comes up EVEN, then there is no DQ. If it comes up ODD, then roll … as normal.” FEWER DQs: (from MythicalMino) Lower DQ ratings by 2 in all matches. CHAMPION’S PIN AND CAGE RATINGS: (from Jim Steinoff) All champions get -3 to their PIN or CAGE rating. DISTRACTIONS: Azathoth had a big description of his House Rule concerning this: disc.server.com/discussion.cgi?id=180376;article=10992;search_term=House+Rule;show_parent=1HOUSE RULES: (used by Turkish) a) All pin rolls of "12" are kick outs. b) Pin rolls that result in the exact number required get a reroll ("shoulder up at the last second". If the result again is the exact number needed the wrestler is pinned. Say a wrestler pin is “7“. On the roll he comes up with a"2" and a"5". I would reroll the pin, with saying the wrestler broke the plane of the shoulders on the mat in a last ditch effort. On the second roll, if it is a 7 or less, the match is over; if it is 8 or above, continue play. c) All level (c) moves get one re reoll on the same level offense. The next move MUST be taken, even if it is another (c) move. d) Each pin partner get two pin saves. Each attempt much be separated by at least two offensive moves. e) Each manager gets two interference opportunities. These attempts must be separated by at least two moves. f) In tag matches, a tag partner pin save and manager interference may be attempted on the same, or subsequent moves. If neither are successful, and the match continues, both are subject to the two move rule. g) I do not use Disqualification rolls unless it is a DQ finisher (MEET ARSENEL) or the move has a DQ after it (Godsend's Dextral Choke). Or if it is a severe gang beatdown. H) My champions defend their titles every time they wrestle. I) Sometimes I increase the damage of Finishers, but always add to the risk. Malice's 2104 card had the finisher option of the standard moonsault (+2) or through a table +4). I had him sometimes go double tables for a +5, but the risk was 2-7 instead of 2- 4. j) On count outs, I always give the winning/offensive wrestler the option of going out and dragging the loser back in the ring for more punishment ( add 1 to wrestler on Defense) k) Not really a rule, but when a wrestler kicks out of another's finisher, I assume that the move was unable to be applied properly. I think that finishers should be the absolute lights out, not multiple finishers successfully applied only to be shown ineffective. That’s all I could find! So add some here! [glow=red,2,300]WTIC Promoter[/glow]
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Post by Darth Turkish on Mar 13, 2004 18:46:39 GMT -5
Thanks for compiling them, Mr Promoter sir! It is really a great idea to have them all in one area to see how different people make different accommodations
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Post by Chris Ingersoll on Mar 13, 2004 20:57:27 GMT -5
Stickied to keep it on top. Not really critical right now, but it might be in the future. ;D
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Post by Darth Turkish on Mar 15, 2004 18:45:16 GMT -5
One more I forgot: I always roll DQ rolls twice. Nothing aggrivated me more in the late eighties and early ninties when the NWA would build up a big PPV main event of Luger and Flair. for weeks, only for it to end in a DQ. Ticked me off to no end!
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Post by moparpaul on Mar 15, 2004 19:02:29 GMT -5
One more I forgot: I always roll DQ rolls twice. Nothing aggrivated me more in the late eighties and early ninties when the NWA would build up a big PPV main event of Luger and Flair. for weeks, only for it to end in a DQ. Ticked me off to no end! I always roll twice for DQs as well. Just WAY too many Dqs using the standard method. I might as well post my Tv and PPV ratings system while I'm at it. Add up all the tokens for all the matches that took place on your show and divide by the total number of matches. Example.Thantos beats Star Warrior.Thantos received 3 tokens and Star Warrior received 5.Your total for this match would be 8.
Say you have 24 tokens over 10 matches.You currently have a 2.4 rating.
Now add 1 for every title match with a maximum of 4 points.If you had 3 title matches your total rating for this scenario would be a 5.4 rating.
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Post by drewmichael on Mar 16, 2004 14:21:54 GMT -5
1) So u don't hit ur finisher 3 or 4 times a match, u only USE the finisher if it pushes the opp. pin rating past 6.
EX. Mensar rolls 6 (Wrecking Machine +3) on Max Shield (1). Since it only makes Shield pin a 4, it's just a cover or a crafty pin attempt. Now if Shield has 2 fatigue tokens (3), Mensar HITS the Wrecking Machine (+3)
2) U only use pin saves after an opp has been successfully pinned, not before.
3) I have a rule so Tag matches don't end flukish. Ur allowed pin saves automatically as long as it's not after a finisher
Ex. Prodigy hits a Superior Slingshot on Vigilante and Vigilante is pinned. Skinhead automatically makes a pin save
any ?s
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Post by Darth Turkish on Mar 16, 2004 16:26:27 GMT -5
That reminds me...
l) tag mathces- each team gets one automatic kickout on first attempt for each side- prevents early wins. Can not be after a finisher of any kind. m) I use 10 sided dice to keep track of pin ratings. I use nuts (as in nuts and bolts) to keep track of pin save attempts, interference attempts, etc.
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Post by WTIC on Mar 17, 2004 16:40:04 GMT -5
Here's another I found when I just looked for House Rules today:
INSTANT KILL
When you start the match, if one [wrestler] rolls 12 and the other rolls a 2, then the wrestler that rolled a 12 can go for instant kill on Level 3 Offense. When rolling the opponent’s PIN, if your PIN rating is at 2 and you roll a 12, your guy starts shaking like Hogan and you become invincible and can come back on Level 3 Offense.
Any other House Rules? I was pretty sure R. Martin at the old Guestbook had a few! I don't have a list of them though.
[glow=red,2,300]WTIC Promoter[/glow]
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Post by nappa on Mar 17, 2004 23:28:32 GMT -5
I use a similar house rule for "Hulking Up"
When a wrestler rolls pin and his pin rating is currently 2 , if he rolls a 12 I assume the wrestler Hulks up with a sudden adrenaline rush and goes for the kill on Level 3 offense. Not all wrestlers can do it, and wrestlers with a beginning pin rating of 1 can only do it after one pinfall attempt has already been made on them.
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Post by WTIC on Mar 21, 2004 13:21:02 GMT -5
SHAZAM has the following rules for "Alternative OUT OF THE RING" rules:
A) Standard moves are used outside the ring. Substitute "Out Of The Ring", "Into The Ropes", & "Into The Turnbuckle" with "Throw Into The Ring -3". You also have the choice of replacing any finisher with "Throw Into The Ring -3". Whenever a finisher is used outside, instead of attempting a PIN, simply add 1 to the pin rating. (Note: Some "plausible denial" is needed when moves like Leap Of Doom occur, just assume that the wrestler doesn't throw the wrestler back in the ring after the move).
B) Deathjumps may be attempted by the wrestler on offense when they roll the appropriate manuever on their card. Whatever the normal result would be, add 1 to the appropriate PIN rating. (i.e., if the instruction is to simply roll on level 3 offense again, add 1 to the deathjumped wrestler's pin rating, if you would add 1 or pin your opponent, add 2 instead. If the offensive wrestler misses the move, add 1 or 2 to their PIN rating, based on the degree of the miss).
C) A wrestler's "Out Of The Ring" rating on the bottom of the card factors in to their effectiveness outside the ring. If a wrestler holds a 1 letter advantage over his opponent, he may add one to his roll on offense. Rolling a 6 adds no benefit. If a wrestler holds a 2 letter advantage over his opponent, in addition to the previously mentioned offensive advantage, when on defense, that wrestler may either subtract one to his roll on defense (i.e. if a wrestler's chart on level 3 defense is 2-Hurt, 3-Pin, 4-Down, and he rolls a 3, he may subtract one from the roll to become hurt, or be pinned, and that's a fairly easy choice to make!)
D) If a wrestler's pin counters go to or over the amount of 12, and that wrestler adds a pin counter outside the ring, he is considered to be knocked out, and the other wrestler wins by countout. If a finisher connects, the full amount of the finisher's damage is added to the consideration of the countout (i.e. if Colossus has a rating of 8 for PIN and Janus applies the Gordion Knot outside the ring, the 8 pin counters + the +4 of the Gordion Knot would constitute a countout victory for Thantos) Countouts are sufficient in our federation to transfer championships, unlike "real-life" wrestling.
E) While outside the ring in a tag team match, assume the other tag partners are a "non-factor", they might be standing on the apron, or fighting with each other, whatever tickles your fancy, but obviously, no tags can be made until action goes back into the ring. However, tag finishers may be attempted outside the ring as long as the partner is still in the match.
F) Disqualifications cannot occur outside, so feel free to Hellfire people away!
G) Each wrestler in a match may only use his (lv) option on level 3 defense ONCE per match. The exception is that when already outside, the wrestler on defense may ALWAYS use the (lv) option to re-enter the ring.
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Post by Darth Turkish on Mar 21, 2004 16:43:30 GMT -5
SHAZAM has some good rules there that I may try.
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Post by tystates on Mar 21, 2004 20:26:00 GMT -5
I've had these Hardcore Ropes, Turnbuckle and Deathjump charts saved to disk for four years. Don't know who came up with them.
HARDCORE INTO THE ROPES A / B / C 2 / 2 / 2 Opponent sets up a table out side of the ring, then throws you into the ropes. As you bounce off the ropes, he attempts to belly-t-belly suplex you over the ropes and out onto the table, but you block the move, kick him in the but and powerbomb him over the ropes and onto the table.but the table doesn't break!!! You then grab a chair that is laying in the ring, propel yourself off the opposite ropes and dive over, splashing the opponent with the chair!!!!! (by the way, the table does break this time) Add 1 to both PIN ratings. As you get your senses back again, you toss the opponent into the ring and go for the PIN. Roll opponents PIN.
3-4 / 3 / 3 The opponent sets up a chair, and bounds off the ropes toward you (he is going to try a flying tackle using the chair as a "springboard"), but you kick the chair in his face!! Opponent slams to the mat in pain!! Roll Level 3 Offense.
5-6 / 4-5 / 4 The opponent grabs a chair and throws you into the ropes. But the two of you collide into the chair (held by the opponent) and you both go down hard. Roll 1 Die:
Even: You both get up at the same time, but you grab the opponent and nail him With a devastating slam-type move onto the chair. Roll Level 3 Offense. Odd: The opponent gets up first, grabs the chair and blasts you with a nasty chair shot. You crumple to the ground. Roll Level 3 Defense.
7 / 6 / 5 Roll normal Into the Ropes chart.
8 / 7 / 6-7 The opponent grabs a chair, throws you into the ropes and levels you with a nastiest of nasties chair shot!! The impact forces you to go head over heels and land on your head. Opponent rolls Level 3 Offense.
9-11 / 8-11 / 8-10 The opponent lays a chair in the ring and throws you into the ropes. He catches you on the rebound and smashes you with a spinesmasher onto the chair!! Opponent rolls Level 3 Offense.
12 / 12 / 11-12 The opponent sets up a table in the ring and throws you into the ropes and power-slams you through the table!! He then goes for the pin!! Roll your PIN.
HARDCORE INTO THE TURNBUCKLE A / B / C 2 / 2 / 2 The opponent sticks a chair into the turnbuckle and then tries to throw you into the chair, but you reverse it and throw him into the chair. As he staggers out of the corner, you nail him with a powerbomb onto the turnbuckle/chair. Add 1 to opponents PIN rating. You then go for the pin. Opponent rolls PIN.
3-4 / 3 / 3 The opponent sets a table up in the ring. He then throws you into the turnbuckle. As you are slumped in the corner, the opponent runs from the opposite corner, jumps onto the and dives toward you, but you move out of the way!! Opponent slams face first into the turnbuckle, as you then grab him and nail him with a belly-to-back suplex throw the table!! Add 1 to Opponents PIN. Roll on your Level 3 Offense.
4-5 / 4 / 4 The opponent leans a table in the turnbuckle, then picks you up and runs toward the table for a powerslam, but you slip out of the move, and ram him face first into the table. Roll on Level 3 Offense.
6-7 / 5-6 / 5 The opponent throws you into the turnbuckle, grabs a chair and runs toward you. Roll die:
Even: You duck out of the way as the opponent swings the chair down. The chair bounces off the buckle and slams the opponent in the face. Roll Level 2 Offense. Odd: You are smashed with a chair shot. You stagger out of the corner and fall face-first onto the mat. The opponent then climbs the turnbuckles for a deathjump. Roll deathjump chart.
8-9 / 7 / 6 Roll normal Into the Turnbuckle chart.
10 / 8-9 / 7-9 The opponent sets up a chair in the turnbuckle and set you in it. He lands several more punches, then sets up a table in the middle of the ring. The opponent then runs from the opposite corner, jumps up on the table and lands a bronco buster!! The opponent then pulls you from off the chair. Opponent rolls Level 3 Offense.
11 / 10-11 / 10-11 The opponent sets up a chair across the top turnbuckle, then he throws you into the ropes and nails you with a hotshot onto the chair!! Opponent goes for the pin. Roll your PIN.
12 / 12 / 12 The opponent leans a table against the buckle and douses it with lighter fluid and sets table on fire!! He then throws you into the burning table!! Roll 2 dice:
Even: You bounce off the burning table as opponent nails you with a clothesline. Opponent rolls Level 3 Offense. Odd: You bounce off the burning table with several burns as the opponent clothes-lines you. Add 1 to your PIN. The opponent then covers you for the pin!! Roll PIN.
Snake-eyes/12: The table breaks as you slam into it!!! You go up in flames as you get trapped in the burning pieces of the table!! You suffer severe burns as the opponent pulls you from the burning debris and pins for the three count. Opponent wins the match.
HARDCORE DEATHJUMP CHART
A / B / C
2-3 / 2 / 2 The opponent sets up a table in the ring, then climbs to the top to do a powerslam through the table, but you begin to fight back with punches to the head, knocking the opponent down off the turnbuckles and through the table. You then dive off onto the downed opponent !!! You then go for the pin. Opponent roll PIN.
4-5 / 3-4 / 3 The opponent grabs a chair and climbs the turnbuckle and waits for you to get to your feet. As soon as you make it to your feet, the opponent dives off attempting a flying chair shot, but you, in either desperation, or inspiration, jump up towards the flying opponent head first. Both you and the opponent collide head-to-chair-to-head!!!! You both collapse to the ground. Roll one die:
Even: You make it to your feet first, just barely before the opponent.you then grab the opponent and nail him with a DDT onto the chair!!! Roll Level 3 Offense. Odd: The opponent barely makes it up to his feet before you.he then grabs a hold of you in a one-handed choke-hold and chokeslams you onto the chair!!! Opponent rolls Level 3 Offense.
6 / 5 / 4 The opponent climbs the turnbuckles and while holding a baseball bat and dives off with trying to hit you with the bat, but you punch him on his way down. He then drops the bat, and you pick it up and break the bat over opponents back!! You toss the broken bat to the side and continue your assault!! Roll Level 3 Offense.
7 / 6 / 5 Roll normal Deathjump chart.
8-9 / 7-8 / 5-7 The opponent climbs the turnbuckles while holding a chair and jumps off and nails you with splash with the chair in between the two of you. Opponent rolls Level 3 Offense.
10 / 9 / 8 The opponent dives off the turnbuckles with a stun rod blow to your head!! He then begins ruthlessly beat you with the stun rod!! Add 1 to your pin. The opponent continues his assault. Opponent rolls Level 3 Offense.
11/ 10-11 / 9-10 The opponent sets up a table in the ring and climbs to the top while holding you and nails you with a suplex through the table!! Opponent Rolls on Level 3 Offense.
12 / 12 / 11-12 The opponent sets up a table, and lays you across it, with your neck and head exposed off the edge of the table. He then grabs a chair, and climbs the turnbuckles. He then goes for a flying leg drop with the chair under his legs!! Roll 1 die:
Even: You are able to move your head our from the falling chair and opponent, but the chair still gets a glancing blow on the edge of the table. The force of the chair and opponent landing of the edge of the table slingshots you flying over the top ropes and onto the ring floor. The chair and table, after being airborne land on the opponent, nearly knocking him out. He still gathers his senses and is to his feet first. Roll Out of the Ring chart. Odd: The opponent nails you with a chair/legdrop, snapping your neck and face violently backwards!! The table slingshots you head over heels and the table lands lands on you!! Your head is in a peculiar position as the opponent pins you for the three count!!! Opponent wins the match!!!
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Post by Azathoth on Mar 21, 2004 20:28:19 GMT -5
Match Start
Both wrestlers roll d6 and add their best stat
Chart Rolls
Difference of one letter Go up one or stay - the better wrestler chooses Difference of two letters Go up one or go down one or stay – the better wrestler chooses
Choice Chart
Wrestler chooses a stat and adds or subtracts the difference from the other wrestler’s same stat and adds or subtracts that number to seven. If the wrestler rolls that number or less the move succeeds. If the wrestler rolls six than the number the move goes up one damage level. 2 to 3 – 3 to add one
Pin Saves from Tag Partner
Wrestler adds or subtracts their best stat to eleven and subtracts their fatigue tokens. Opposing wrestler does the same If the saving wrestler rolls greater than the opposing wrestler the save succeeds.
Manager Pin Save
Managers may make unlimited pin saves.
Cage Matches
Out of Ring rolls go up two damage levels 1 to 3 – 2 to add one – 3 to add two – PIN to PIN(+ 2) Chart rolls with (c) can be Out of Ring at wrestlers choice
Torture Chamber Match
All chart rolls go up three damage levels 1 to add one – 2 to add two – 3 to add three – PIN to PIN(+3)
Injury after Match
Subtract eleven from total fatigue to determine injury length
Weapons Match
Choice chart and charts with (c) can become get weapon Weapon damage is d3 minus one or d4 minus one (weapons of destruction) or d6 minus one (weapons of death).
add 0 trash can lid, choke with tape, cookie sheet add 1 night stick, Singapore cane, fork add 2 stop sign, chain, chair add 3 metal fist, club, florescent light bulbs add 4 metal pipe, barbed wire bat, spiked gauntlet add 5 flaming barbed wire bat, cattle prod, razor blade
Weapons are selected by pressing a button located near an empty stand just behind each turnbuckle. When pressed a random weapon is teleported into the stand. All weapons have teleporting chips set in them so that they are teleported away after one solid blow.
Handicap Matches
Everyone rolls on same offense level – take the best roll. All wrestlers roll on appropriate level and select the best outcome. However if PIN is rolled then a PIN may always be attempted.
Referees
The GWF has no refs. Wrestlers have biogenetic sensors implanted in each of their shoulders, when in contact with the mat a count is started out loud. The sensors are calibrated so that an actual pin must be attempted by another wrestler, just laying down on the mat will not start a pin count.
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Post by Chris Ingersoll on Mar 22, 2004 14:50:44 GMT -5
Referees The GWF has no refs. Wrestlers have biogenetic sensors implanted in each of their shoulders, when in contact with the mat a count is started out loud. The sensors are calibrated so that an actual pin must be attempted by another wrestler, just laying down on the mat will not start a pin count. I guess you don't use the "Hurt Referee chart" then. How do DQs work in your fed (from a flavor standpoint, obviously), out of curiositiy?
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Post by Darth Turkish on Mar 22, 2004 17:28:12 GMT -5
I never use the 'hurt refereee chart', never found it fun to use.
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Post by Azathoth on Mar 23, 2004 14:05:49 GMT -5
All my match are no DQ
The major reason for that is that I'd get lat least two or so DQs per card and I got tired of it
At one point ater a brutal toture chamber match the champ, wolf, managed to beat serpent unman but both were rather injured
wolf's injury made it so that he was unable to defend his title and it was put into an eight man tournament
all of the first four matches were Dq and one was even a double dq
so now all matches are no DQ after an inflamed speech by commisioner carter
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Post by Chris Ingersoll on Mar 25, 2004 10:50:58 GMT -5
All my match are no DQ The major reason for that is that I'd get lat least two or so DQs per card and I got tired of it At one point ater a brutal toture chamber match the champ, wolf, managed to beat serpent unman but both were rather injured wolf's injury made it so that he was unable to defend his title and it was put into an eight man tournament all of the first four matches were Dq and one was even a double dq so now all matches are no DQ after an inflamed speech by commisioner carter Yeah, that'd do it.
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Post by WTIC on Mar 25, 2004 13:29:37 GMT -5
Here are some House Rules from the site of my "GWF Buddy-for-Life" Brian Barrow. (I hope you get back online soon, buddy!)
Original messege from Brian -- These are the house rules I use in my GWF. All of these are optional rules that add realism and texture to the matches and event cards. Feel free to use any or all of them in your fed!!
OPTIONAL DQ RULE 1.0 When a situation calls for a wrestler to roll DQ, first roll one die. If the roll is a 1 or 6, the ref gets soft, and allows the action (do not roll DQ). If the result is a 2-5, roll DQ as normal.
UPDATED (ch) RULE REGARDING (pw) MOVES On any (ch) move that uses a wrestler's power (pw), the rule is modified as follows. After you get the chart's number to beat, you add or subtract the opponent's power as normal. Then, you take your wrestler's power, and INVERT the number (thus, making a -5 a +5, or a +1 a -1). That number is also added or subtracted, giving you a final number to beat. Example- Chaos (pw -5) lifts Generic Wrestler-A (pw +2) up for a power slam. The chart says it "works on rolls of 7 or lower, +/- opponent's power". Chaos takes the 7, and adds A's +2 (making it 9). Chaos then inverts his -5 into a +5, and adds that as well (making it a whopping 14). Chaos now needs 14 or less to power slam GW-A, which results in GW-A being removed from the ring via a spatula.
POWER KICK-OUTS Anytime a wrestler rolls a natural "12" on a PIN attempt (i.e. two 6's), they amaze the crowd with a power kick-out, and do not add 1 to their PIN for that attempt. The opponent, in shock, rallies quickyl and rolls on Level-3 Offense. This happens even if a wrestler's modified PIN takes it above a 12.
ATTACKING BEFORE THE OPENING BELL At the beginning of the match, the wrestlers roll two dice to see who goes first (i.e. "the hook-up"). If a wrestler rolls a 5 or less (feud match), or a 3 or less (non-feud match), he can attack the opponent before the opening bell. Keep in mind that if both wrestlers roll a tie on the hook-up, this rule no longer applies for that match. Before the opening bell sounds, you charge the ring, and level the opponent with combo punches! The opponent is unprepared for this attack, and the crowd either cheers or boo's loudly (depending on if he is Hero or Villain). ROLL ON LEVEL-2 OFFENSE.
ALL (ch) MOVES As an option, you may choose to use one of the choice moves (ch), or go with the original move on the card. This allows a wrestler to have three choices available on (ch) moves.
DEFAULT DISTRACTOR RATINGS Unless a wrestler/manager's Distractor Rating is listed on their card (or in the Description Book), then they have a "default" Distractor Rating equal to their DQ rating.
NON-WRESTLING MANAGERS / VALETS If a manager or valet does not have any wrestling moves printed on the back of their card (like Omega, Magnus Colby, etc.), then they cannot interfere via the Manager Interference Chart. Instead, they get 2 chances to use their Distractor Rating, instead of the normal 1.
DISTRACTOR RATING CLARIFICATION The rules concerning Distractor Ratings should read as follows: Roll two dice. if the number rolled is equal or less than the Distractor Rating, then the attempt works, and the wrestler adds 1 to PIN (disregard the +1 PIN if the attempt was for a DQ roll). The opponent rolls on Level-3 Offense. If the number rolled is higher, roll PIN or DQ as normal.
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Post by wildman on Mar 26, 2004 22:54:09 GMT -5
For a brief while when Mace was CPC champion, i had a story line where he declared all matches to be no count out, no dq. He lost the belt to Puma, but won it back on the next card. For the combined 8 months he was champion it was like this. I never use the hurt ref chart either
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