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Post by mdothurst on Aug 29, 2005 21:32:29 GMT -5
Just wondering if anybody has guidelines for using Pin Saves after a Finisher is used... Do you just go with the flow of the match? I read a few guys don't use Saves after Finishers are performed... Just curious as to how others handle this. Peace!
Slymm
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GWFfanTrav being lazy
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Post by GWFfanTrav being lazy on Aug 29, 2005 22:00:57 GMT -5
Someone wrote about something similar in the LOW thread. I will use a save after a finisher only if the rating is 6 or over. (I believe they should have a good chance to kick out of a pin attempt up to 5).
Plus, tag partners (especially since the GWF is "real") wouldn't care about TV ratings, etc. They'd want to win and would kick the crap of the opponent, even after they've used their finisher.
I've developed a tag team turmoil chart I use in tag matches. After the team gets to a combined 5 "tokens", I roll on the turmoil chart. Helps add depth to tag matches.
Keep the dice rolling..
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Post by Big Bri on Aug 30, 2005 0:57:06 GMT -5
If I'm going to use a pin save after a finisher and roll the option (7-10 I believe) that says that your partner was stopped by your opponents partner, ROLL YOUR PIN, I subtract one from the Finisher Rating and then roll for pin. Here's a better example...
The Guardians are going at it with Dorado Sundown. At this point in the match, Blacklash's PIN Rating is at 5. Omega hits him with the TOMAHAWK THRUST (+3), so if I were to roll for a pin, Blacklash would be pinned on a roll of 8 or less, but I choose to use a pin save instead. I get the result that I mentioned before. I simulate that in the time it took the extra guys to enter the ring and start brawling with each other, maybe Blacklash recovered a little, so now when I roll for a pin, I'll treat the TOMAHAWK THRUST Finisher Rating as +2 instead of +3, giving me a PIN Rating roll of 7 or less to be pinned. This still gives Blacklash a small chance to survive. If I were to roll a second pin save right after this and got the same result, I would subtract another point off the finisher rating, and so on.
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Post by Tongsoon of Cygnus on Aug 30, 2005 21:09:55 GMT -5
BigBri;
I like the rule you use for tag matches (with the -1 to the Finisher on a 7-10 Pin Save roll). Mind if I try that out in my fed?
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Post by Big Bri on Aug 31, 2005 1:05:06 GMT -5
Go for it B. Let me know how it works out for you.
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Post by Tongsoon of Cygnus on Sept 2, 2005 11:32:30 GMT -5
Ok BigBri, I tried this rule of yours out, and I have to say it makes things A LOT easier! Before, I was sometimes confused about the 7-10 on PIN Saves. It says Roll Your PIN, but it never said anything about whether to add a Finisher Rating to it or not. Using your rule there helps eliminate a lot of the guess-work! Way to go, here's a cookie!
BTW, I always used the PIN Saves option before the PIN roll, not after. To me, having it done after a PIN roll almost defeats the purpose of the PIN attempt, doesn't it? Maybe I'm not looking at it the right way or something...
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Post by misterb on Sept 2, 2005 12:31:40 GMT -5
I'm a little different- I use the pin saves chart before I roll pin when it seems to be a situation where a pin is likely. This creates some situations where a quick, out-of-nowhere pinfall happens; case in point, the New Order beating Pegasus/Janus to win the vacant tag titles in 27 seconds. I thought, "No way can Dreggs pin Pegasus on a sunset flip off the ropes!" One roll of snake eyes later, and the match was done. (It also led to a good break-up angle between Pegasus & the Citadel, too.) However, I will use the outside interference chart AFTER a pin has been rolled; I reason that a manager/valet will use that last split-second before the pinfall to get in & break it up, while tag partners will take a bit longer and may have to get completely across the ring or through the other opponent to stop a pinfall.
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Post by Barnestormer on Sept 4, 2005 15:46:19 GMT -5
I generally use the PIN Saves whenever a wrestler successfully hits his finisher, since it's harder to kick out of a finisher, it gives the fans a glimmer of hope of seeing the match end early in an exciting manner, unless/until the victim's partner can come in and break up the pin attempt.
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