Advanced Tag Rules (from sheila)
May 13, 2004 10:58:14 GMT -5
Post by ChrisD on May 13, 2004 10:58:14 GMT -5
Someone was looking for these in the LOW forum...
Advanced Tag Rules
Below you will find alternate rules I have developed for tag team wrestling. The following five rules have helped me to add more depth & ring psychology to the standard tag match.
1. "Cutting the Ring off" rule: Defensive wrestling is rewarded
throughout these rule adoptions. All defensive tag attempts are an
automatic add 1 to pin rating. This is regardless if the tag is
successful or not. This is to acknowledge the fatigue involved by
the defense "cutting the ring off" & forcing defensive tagging.
Dictating the pace of a match is a huge part of any tag team match,
this rule acknowledges that fact, & rewards those teams who perform
well defensively.
2. "Tag Chain wrestling" rule: Wrestlers are allowed to execute
offensive moves & "tag out" before or in "substitute" of a defensive
roll the same # of times they have tag options on defense. For
example, a wrestler with 4 total tags on defense, can do this four
times in the course of a match when on offense. Note that this #
carries over to subsequent falls, subtracting the opportunities
after each use. This advantage for "tag chain wrestling" allows
for "re-rolling" to maximize the offensive effectiveness of skilled
tag wrestlers. It is done to reward wrestlers who excel at tag
wrestling, as shown by their # of potential tag attempts.
3. "Dead man's tag" rule: If somehow a wrestler reaches a pin rating of
12 or higher, & finds a way to tag out, he is considered "knocked
out" of the remainder of the match. This is to emphasis the
importance of fatigue in tag situations. More importantly, it
rewards effective tag defense. The "dead man" is now unconscious in
the corner, unable to either tag back in 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 zero & roll pin, add one i
unsuccessful). In other words, the "dead man" is incapable of
assisting in any form of double team move. This definitely rewards
strong defensive tag wrestling.
4. Two Optional "Pin Saves" per series: Pin saves are rolled after an
actual pin would have occurred. If a wrestler would have been
pinned, interference causes an automatic re-roll. Additional
attempts are subtracted after use in each subsequent fall.
5. In a multi-fall match, 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
fall on defense. In the event of an elimination match, the
advantaged team always maintains offense. All fatigue ratings are
carried forward throughout the course of a multi fall match.
* As always, feel free to modify or adapt any of these rules in a
way that makes you feel comfortable.
Sheila
Advanced Tag Rules
Below you will find alternate rules I have developed for tag team wrestling. The following five rules have helped me to add more depth & ring psychology to the standard tag match.
1. "Cutting the Ring off" rule: Defensive wrestling is rewarded
throughout these rule adoptions. All defensive tag attempts are an
automatic add 1 to pin rating. This is regardless if the tag is
successful or not. This is to acknowledge the fatigue involved by
the defense "cutting the ring off" & forcing defensive tagging.
Dictating the pace of a match is a huge part of any tag team match,
this rule acknowledges that fact, & rewards those teams who perform
well defensively.
2. "Tag Chain wrestling" rule: Wrestlers are allowed to execute
offensive moves & "tag out" before or in "substitute" of a defensive
roll the same # of times they have tag options on defense. For
example, a wrestler with 4 total tags on defense, can do this four
times in the course of a match when on offense. Note that this #
carries over to subsequent falls, subtracting the opportunities
after each use. This advantage for "tag chain wrestling" allows
for "re-rolling" to maximize the offensive effectiveness of skilled
tag wrestlers. It is done to reward wrestlers who excel at tag
wrestling, as shown by their # of potential tag attempts.
3. "Dead man's tag" rule: If somehow a wrestler reaches a pin rating of
12 or higher, & finds a way to tag out, he is considered "knocked
out" of the remainder of the match. This is to emphasis the
importance of fatigue in tag situations. More importantly, it
rewards effective tag defense. The "dead man" is now unconscious in
the corner, unable to either tag back in 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 zero & roll pin, add one i
unsuccessful). In other words, the "dead man" is incapable of
assisting in any form of double team move. This definitely rewards
strong defensive tag wrestling.
4. Two Optional "Pin Saves" per series: Pin saves are rolled after an
actual pin would have occurred. If a wrestler would have been
pinned, interference causes an automatic re-roll. Additional
attempts are subtracted after use in each subsequent fall.
5. In a multi-fall match, 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
fall on defense. In the event of an elimination match, the
advantaged team always maintains offense. All fatigue ratings are
carried forward throughout the course of a multi fall match.
* As always, feel free to modify or adapt any of these rules in a
way that makes you feel comfortable.
Sheila