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Post by CaseyJones on Apr 14, 2004 14:47:31 GMT -5
I'm thinking of trying a house rule where a 12 roll on a pin is a Hulk Up and the wrestler who was being pinned rolls on level-3 offense, but I dunno. I'll run a couple cards and let you guys know how it works.
I like Brian's "optional DQ rule", I'm going to start using that one right away.
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Post by Nemecys on Apr 18, 2004 7:48:11 GMT -5
My only house rule at the moment is countering finishers. If a wrestler rolling pin after a finisher that always works (no miss chance) rolls an 11 or 12 and is not pinned, he gets no tokens, but the opponent now rolls on level 3 defense. This is the equivlant to rolling over a figure 4 or reversing a stunner into a DDT.
Jay
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Post by Nemecys on Apr 27, 2004 6:27:35 GMT -5
I like the hurt referee chart except it isn't used much so I added a house rule:
When rolling on ropes or turnbuckle, if you get the option to "roll again" or "reverse" and you roll the same result again, roll 1 die; if it's odd, the wrestling flying against the ropes hit the referee. The attacking wrestler then rolls on level 2 offense against his opponent after rolling on the hurt referee chart.
I made this since I tend to roll that option a lot but I only rolled the hurt referee on deathjump twice since it's existed. This increases the chances while still keeping it from getting out of hand.
Jay
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Post by ChrisD on May 1, 2004 12:43:53 GMT -5
When rolling on ropes or turnbuckle, if you get the option to "roll again" or "reverse" and you roll the same result again, roll 1 die; if it's odd, the wrestling flying against the ropes hit the referee. The attacking wrestler then rolls on level 2 offense against his opponent after rolling on the hurt referee chart. Just a question: whom do you consider the "DEATHJUMP WRESTLER" in that case? Just wondering, since it'd make a difference in the end..
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Post by Randall on May 2, 2004 16:13:30 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!)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. I use a variant on this. Instead of "inverting" the attacker's rating, I add or subtract it from the dice roll. So, in the above example, Chaos would still need to roll 9 or less to succeed, but whatever he rolled he would subtract 5 from it (same end effect, less thought required).
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Post by Nemecys on May 3, 2004 5:36:53 GMT -5
Chris, good question. We decided on the following:
On ropes, the wrestler who originally threw his opponent into the ropes is considered the one on offense.
For turnbuckle, it's the one who reverses the move.
Also, since Ropes and turnbuckle are not level 3 moves, the action contrinues on level 2 offense.
Jay
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Post by Darth Turkish on May 3, 2004 15:53:19 GMT -5
I use a variant on this. Instead of "inverting" the attacker's rating, I add or subtract it from the dice roll. So, in the above example, Chaos would still need to roll 9 or less to succeed, but whatever he rolled he would subtract 5 from it (same end effect, less thought required). I always thought that this was a good idea, but now this makes much more sense and is easier to use! I will make it part of my fed!
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DoubleR
Midcarder
I believe in mind over matter. I don't mind cause you don't matter.
Posts: 86
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Post by DoubleR on May 3, 2004 16:07:46 GMT -5
My own DQ rule is this...when a wrestler rolls within the parameters of the DQ I roll again. If the subsequent roll is doubles..then a DQ occurs. And thus that means the match ends on a doubles roll...which calls for all hell to break loose. So, in order for a DQ to happen....someone's gonna have to some really nasty stuff to their opponent.
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Post by Mr. Jimmyface on May 19, 2004 21:39:15 GMT -5
Simple rule that has helped my fed tremendously, and I strongly urge promoters to try it.
It's the "No Excuses" clause. All title defenses are Titan Death Rules, unless it is decided to be a different specialty match. The fact that there are no count outs, interference or DQ in title defenses has made all of the title defenses count for something.
Why do I do this? Because in both this game and in the world of wrestling promotion, your championship belts must be handled with care - for a championship is only as good as the way it is handled!
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Post by Sharpshooter on May 24, 2004 17:57:16 GMT -5
The only house rule, I use is the following.
When rolling a finisher that is (0). I roll one dice. That number, decides the power of the move.
Ex: Magnum TA's Belly to Belly suplex. If you roll a 1, he barely got momentum enough, but a 6 he had the perfect momentum, and litterelly drove his opponent to the mat.
Ex: Johnny Valentine's Atomic Skullcrusher. Roll 1, he barely applies it, roll 6, he applies it perfect.
That's the only one, I use.
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Post by ChampionSuperDrop on Aug 8, 2004 15:40:58 GMT -5
the only house rules im currently using are
1. double roll on DQ's and Countouts. used to get so frustrated when id be having a Tournament to decide a title or a big Supercard and half of the matches would end in DQ's. since using the double roll rule, ive only had 2 DQ's on 18 fight cards.
2. wrestlers can attempt to tag out on defense as many times as they have (tag) on their cards combined.
3. and thinking of adding a double roll rule for Championship matches to ensure title reigns lasting longer.
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Post by kaz on Aug 31, 2004 8:06:32 GMT -5
In tag team contest, I have a house rule that states that if a wrestler tags out on defense, his partner comes in on the same offense as he was defense. Meaning, if Havok is getting beaten badly (yeah right), Paralyze is on the outside chomping at the bit to get in the ring. Havoc manages to tag out on down-3 defense, Paralyze is going NUTS outside, and comes into the ring like a ball of fire and just destroys whomever the opponent is. Just a fun little rule, and gives the wrestler on the apron something to do.
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Post by mdothurst on Aug 8, 2005 10:27:10 GMT -5
"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."
Question how does this work in 6 or 8-man tag matches... Do both guys on the apron lose 1 of their tokens? Peace.
Slymm
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Post by Big Bri on Aug 8, 2005 15:03:15 GMT -5
If it's a 6-man or higher, I subtract a token from the partner with the highest PIN Rating at that moment in the match.
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Post by mdothurst on Aug 8, 2005 19:36:19 GMT -5
Thanks Big Bri for the reply... I think however I have enough house rules as it is, and this will be too much and really cause my tag matches to drag... And the last thing I want are my matches to wind up a struggle to get through. Peace
Slymm
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Post by Barnestormer on Aug 15, 2005 1:42:55 GMT -5
"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." Question how does this work in 6 or 8-man tag matches... Do both guys on the apron lose 1 of their tokens? Peace. Slymm I didn't think about 6 or 8-man tag team matches when I proposed this house rule to Tom (BTW, I am the one who created this rule, but never got the credit on this board), basically because I don't use 6 or 8-man tag team matches in my league. They take too long and get too boring after a while. But for those who do use 6 and 8-man tag team matches, assume that everyone on the ring apron on a team who has fatigue tokens added to him get one subtracted if their partner successfully kicks out of a PIN attempt in the ring. After all, every one of them's getting a rest on the apron; so it would seem fitting that they all get to recover at the exact same time and you can decide who's the "freshest" outside the ring should a (tag) opportunity arise.
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Post by Big Bri on Aug 25, 2005 18:57:35 GMT -5
But for those who do use 6 and 8-man tag team matches, assume that everyone on the ring apron on a team who has fatigue tokens added to him get one subtracted if their partner successfully kicks out of a PIN attempt in the ring. After all, every one of them's getting a rest on the apron; so it would seem fitting that they all get to recover at the exact same time You're right Barnestormer. I'm doing it this way from now on.
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Post by Tongsoon of Cygnus on Sept 2, 2005 11:36:12 GMT -5
Here's some house rules I use all the time in my GWF.
DOUBLE TEAM AFTER PINS During a tag-team match, if a wrestler kicks out of a PIN, the opposing team may double team him (using the double team chart). The rule would be "down -1". This means use the Down column, then subtract -1 from the dice roll. This is only when a team double teams right after the opponent kicked out of a pin.
MATCH AND CONTENDERSHIP POINTS I use the Match Rating from Paul Phillips which says "take the number of pin tokens and add them together, then divide by 2. This is your match rating." I also add +1 to this if the match was won by finisher. To that MR I also add the following modifiers: +1 if the match was a feud +1 if the match was a special match +1 if the match was for a lesser title +2 if the match was for a major title So, if Wolf and Splatter were in a Titan Death (+1) match for the XTreme title (+1), and Wolf won with the SAVAGE FACE CLAW (+1), with Wolf at 5 tokens and Splatter at 6, then the match rating would be (5 Wolf tokens+6 Splatter tokens+1win by Finisher=12/2=6+1 Titan Death+1 minor title match=8). The match rating would be an 8. Contendership points are given the following: 2 points + Match Rating if win was by PIN/Finisher 2 points if win was by DQ or CO (no MR points awarded) +5 points if opponent was champion in a non-title match +10 points if opponent was a champion in a title match This reflects the fact that wrestlers who entertain the crowd better (i.e. create lots of pin tokens) will get a bigger push by the GWF up the championship ladder.
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Post by Omen on Sept 13, 2005 20:40:29 GMT -5
the only "house" rule i use is how I create a feud : If a match ends in a DQ, I do the rematch as a GRUDGE match, IF the GRUDGE match ends in a DQ then it's a Specialty match that best fits the opponents. That way the feud ends and a wrestle can go on to the next.
one other thing I award a wrestler 1 rating point for a win DQ or not. 2 points for a title match and 2 for specialty matches. In the PPV all points are doubled. Those points determine the Top 10 and they get the title shots.
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Post by Tongsoon of Cygnus on Sept 14, 2005 1:07:55 GMT -5
the only "house" rule i use is how I create a feud : If a match ends in a DQ, I do the rematch as a GRUDGE match, IF the GRUDGE match ends in a DQ then it's a Specialty match that best fits the opponents. That way the feud ends and a wrestle can go on to the next. So, if the 2nd Grudge match ends with a PIN/Finisher, you just end it with that? I ask because that's a pretty good idea, and I have been trying to find an easier way to spur up some "spontaneous" feuds in my fed. The only one I got going right now is between XIII and Wyndigo. It's basically XIII won once, Wyndigo won once, now they got for a tie-breaker.
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