Text of Stamina Rules
Jul 22, 2007 10:51:37 GMT -5
Post by smathis on Jul 22, 2007 10:51:37 GMT -5
As per LWPD's request on cotg.proboards12.com/index.cgi?board=house&action=display&thread=1180029047&page=2,
I am posting the full text of the Stamina Rules here. Feel free to use/abuse/mod/comment at will.
If anyone's interested in the rules in PDF form, PM me an email address and I'll send them right out.
Stamina Rules for Legends of Wrestling
System by Stu Lowry and Scott Mathis. Written by Scott Mathis.
Overview
The Stamina Rules for Legends of Wrestling utilize the existing game system as much as possible, while extending it to include a "hit point" style system.
The Stamina rules to have no significant effect on the length of play. Some matches run shorter while others go a bit longer. The benefit is that most matches are more normalized in length, such that there are fewer quick matches where one wrestler roll a 3 offensive move and his opponent rolls Pin. There are also fewer interminably long confrontations where one is waiting around for a Pin result to come up, only to receive a bunch of "hurt - 2" results. While I would say that matches using the Stamina rules probably go a little longer on average, the typical amount of time spent playing a series of matches is the same.
Using the Stamina Rules adds suspense to a match. Rather than waiting for one of the contestants to roll a finisher or a pin, the tide of the match flows naturally from start to finish, rather than spiking at odd intervals when a lucky (or unlucky) roll occurs.
The Stamina Rules also lend themselves to customizing matches, allowing promoters to "work" match results by manipulating the allocation of Stamina. It also gives an added bonus to rulebreakers with its use of the Cage rating, giving them a real reason to break the rules against a stronger opponent.
The only downside to using the Stamina rules is added bookkeeping. I use dice (20-sided or 10-sided) to keep track of Stamina but tokens or poker chips could be used just as easily.
Play
The gist of the system is that each wrestler or tag-team has a number of Stamina tokens that are lost during play. When the wrestler or tag-team has lost all of their Stamina tokens, a point of Fatigue is gained and then Stamina is reset to its starting value. The process continues until one competitor is pinned.
In a singles match, each wrestler is given 20 Stamina tokens. Whenever a wrestler rolls a "dazed - 1", "hurt - 2" or "down - 3" on Defense, he loses that many Stamina tokens.
When the wrestler runs out of Stamina tokens, he takes a point of Fatigue and his Stamina is reset to its starting value. Any remaining Stamina losses are accrued against the new Stamina rating.
For example: Hacksaw Duggan has 17 Stamina and rolls a "hurt - 2" on defense. He loses 2 Stamina. His Stamina is now 15.
For example: Chris Candido has 2 Stamina tokens and no Fatigue yet for this match. He rolls a "down - 3" result on defense. His remaining Stamina tokens are lost and he gains one point of Fatigue. As a result of the Fatigue loss, Candido's Stamina is reset to its starting value of 20 but he still has one point against him because he rolled a "down - 3" but only took away 2 Stamina before having to reset. The remaining point is taken out against his new Fatigue rating. So Candido ends the turn at 19 Stamina.
In tag-team matches, each team gets 10 Stamina that is shared between partners. Whenever a wrestler tags in his partner, the team's Stamina is reset to its starting value with no addition to Fatigue.
For example: Stan Lane of the Midnight Express is in trouble. He has accumulated 3 Fatigue over the course of the match and has only 1 Stamina left before he gains his fourth. Lane rolls a "hurt - 2 (tag)" result on defense and tries for the defensive tag. He rolls a 5 and gets a tag to his partner, Bobby Eaton, who comes in with a full 10 Stamina instead of carrying over Lane's Stamina of 1. If Lane's defensive tag would've failed, then he would've been at 9 Stamina and had gained another Fatigue point. Note that the defensive tag is assessed before points are removed from Stamina.
Kicking Out of Pins and Stamina
Pins in the Stamina system are handled the same way they are in Legends of Wrestling with the exception that breaking a pin does not affect a wrestler's Fatigue rating. The wrestler instead removes a number of Stamina points equal to his Pin rating in parentheses every time he breaks a pin. This same rule applies for any other time the wrestler is required to roll Pin, including a Count-Out and "ROLL YOUR PIN" results on the game charts.
For example: Frank Gotch has 18 Stamina and rolls "Pin 4(1)" on defense. His Stamina will be 17 if he breaks the pin.
For example: Koko B. Ware has 1 Stamina and rolls "Pin 7(4)" on defense. He kicks out of the Pin, losing 4 Stamina. This gains him a Fatigue point because he only had one Stamina point left and he starts the next round with 17 Stamina after applying the remaining Stamina loss to his reset Stamina rating.
Finishers and Stamina
Finishers work differently in the Stamina system because they are so devastating. Whenever a wrestler rolls a Finisher result, the defensive wrestler rolls pin just like in Legends of Wrestling. But instead of losing a number of Stamina points equal to the number in parentheses, the defensive wrestler loses a number of Stamina points equal to the Pin number OUTSIDE of the parentheses.
For example: Harley Race is caught in the "GOTCH TOEHOLD (+2)". He rolls pin and breaks free. Race's Pin rating is "5(2)". He loses 5 Stamina from breaking Gotch's finisher.
"Add 1", "Taking a Fatigue Point" and Stamina
In circumstances where a wrestler is required to take a point of Fatigue, such as a chart result or an "add 1" offensive move. The wrestler loses 3 Stamina, in addition to any results rolled on Defense.
So, if a wrestler is instructed to take a Fatigue point as a result of a roll on the Double-Team chart, he will instead lose 3 Stamina. If a wrestler is hit with the Iron Sheik's loaded boot attack -- an "add 1" move -- he will roll on Level 3 Defense and add 3 to any Stamina loss he incurs as a result of that roll.
For example: B. Brian Blair gets kicked by the Iron Sheik's loaded boot. He rolls a "hurt - 2" on defense but Blair loses 5 Stamina because the Iron Sheik's loaded boot is an "add 1" attack. The Iron Sheik follows up with another kick from his loaded boot. This time Blair rolls "Pin 6(3)" on Level 3 Defense. Blair is whoozy but kicks out of Iron Sheik's pin attempt. Blair loses 6 points of Stamina -- 3 for escaping the pin and 3 for the "add 1" move. Sounds like it's time for Blair to tag-in Brunzell!
Cage Ratings and Stamina
Whenever a wrestler is outside the ring and is attacked with a foreign object or is bloodied, his Cage Rating comes into play. If a wrestler gets slammed into the concrete on the Out of the Ring chart, subtract his Cage Rating from his Stamina. Same if he is slammed into the ringpost, ringsteps or ringbell.
For example: The Sheik throws The Crusher out of the ring. The chart result states that Crusher slams The Sheik's head into the announcer's table. Sheik's Cage Rating is "1" so he loses one point of Stamina and the Crusher takes over on Level 3 Offense back inside the ring.
In a Cage Match or any other match where a result is substituted for an attack with an object (such as "throw into the cage - 3" in Cage Matches), add the Cage Rating to the defensive result following the attack.
For example: Masked Superstar and Bruiser Brody are in a Cage Match. Masked Superstar rolls an "out of the ring" result on offense, which translates to "throw into cage - 3" in a Cage Match. Brody's Cage Rating is a 2 so he will add two points to whatever he rolls on defense. In this instance, he rolls a "hurt - 2" on defense, so he loses 4 points of Stamina (2 for "hurt - 2" plus 2 for his Cage Rating).
When I play, I have special rules for a brawl outside the ring that I use. In this instance, the Cage Rating would be added to any defense result stemming from an applicable attack outside the ring.
I also have special rules for wrestlers being bloodied because I use Strategy Cards. But for whatever rules that are used, add the Cage Rating to the defensive result immediately following a wrestler getting bloodied. As an added rule, I also add the Cage Rating to every other pin or finisher attempt on a bloodied opponent.
Customizing the Stamina Rules
The Stamina Rules open a number of different possibilities for Promoters.
I am posting the full text of the Stamina Rules here. Feel free to use/abuse/mod/comment at will.
If anyone's interested in the rules in PDF form, PM me an email address and I'll send them right out.
Stamina Rules for Legends of Wrestling
System by Stu Lowry and Scott Mathis. Written by Scott Mathis.
Overview
The Stamina Rules for Legends of Wrestling utilize the existing game system as much as possible, while extending it to include a "hit point" style system.
The Stamina rules to have no significant effect on the length of play. Some matches run shorter while others go a bit longer. The benefit is that most matches are more normalized in length, such that there are fewer quick matches where one wrestler roll a 3 offensive move and his opponent rolls Pin. There are also fewer interminably long confrontations where one is waiting around for a Pin result to come up, only to receive a bunch of "hurt - 2" results. While I would say that matches using the Stamina rules probably go a little longer on average, the typical amount of time spent playing a series of matches is the same.
Using the Stamina Rules adds suspense to a match. Rather than waiting for one of the contestants to roll a finisher or a pin, the tide of the match flows naturally from start to finish, rather than spiking at odd intervals when a lucky (or unlucky) roll occurs.
The Stamina Rules also lend themselves to customizing matches, allowing promoters to "work" match results by manipulating the allocation of Stamina. It also gives an added bonus to rulebreakers with its use of the Cage rating, giving them a real reason to break the rules against a stronger opponent.
The only downside to using the Stamina rules is added bookkeeping. I use dice (20-sided or 10-sided) to keep track of Stamina but tokens or poker chips could be used just as easily.
Play
The gist of the system is that each wrestler or tag-team has a number of Stamina tokens that are lost during play. When the wrestler or tag-team has lost all of their Stamina tokens, a point of Fatigue is gained and then Stamina is reset to its starting value. The process continues until one competitor is pinned.
In a singles match, each wrestler is given 20 Stamina tokens. Whenever a wrestler rolls a "dazed - 1", "hurt - 2" or "down - 3" on Defense, he loses that many Stamina tokens.
When the wrestler runs out of Stamina tokens, he takes a point of Fatigue and his Stamina is reset to its starting value. Any remaining Stamina losses are accrued against the new Stamina rating.
For example: Hacksaw Duggan has 17 Stamina and rolls a "hurt - 2" on defense. He loses 2 Stamina. His Stamina is now 15.
For example: Chris Candido has 2 Stamina tokens and no Fatigue yet for this match. He rolls a "down - 3" result on defense. His remaining Stamina tokens are lost and he gains one point of Fatigue. As a result of the Fatigue loss, Candido's Stamina is reset to its starting value of 20 but he still has one point against him because he rolled a "down - 3" but only took away 2 Stamina before having to reset. The remaining point is taken out against his new Fatigue rating. So Candido ends the turn at 19 Stamina.
In tag-team matches, each team gets 10 Stamina that is shared between partners. Whenever a wrestler tags in his partner, the team's Stamina is reset to its starting value with no addition to Fatigue.
For example: Stan Lane of the Midnight Express is in trouble. He has accumulated 3 Fatigue over the course of the match and has only 1 Stamina left before he gains his fourth. Lane rolls a "hurt - 2 (tag)" result on defense and tries for the defensive tag. He rolls a 5 and gets a tag to his partner, Bobby Eaton, who comes in with a full 10 Stamina instead of carrying over Lane's Stamina of 1. If Lane's defensive tag would've failed, then he would've been at 9 Stamina and had gained another Fatigue point. Note that the defensive tag is assessed before points are removed from Stamina.
Kicking Out of Pins and Stamina
Pins in the Stamina system are handled the same way they are in Legends of Wrestling with the exception that breaking a pin does not affect a wrestler's Fatigue rating. The wrestler instead removes a number of Stamina points equal to his Pin rating in parentheses every time he breaks a pin. This same rule applies for any other time the wrestler is required to roll Pin, including a Count-Out and "ROLL YOUR PIN" results on the game charts.
For example: Frank Gotch has 18 Stamina and rolls "Pin 4(1)" on defense. His Stamina will be 17 if he breaks the pin.
For example: Koko B. Ware has 1 Stamina and rolls "Pin 7(4)" on defense. He kicks out of the Pin, losing 4 Stamina. This gains him a Fatigue point because he only had one Stamina point left and he starts the next round with 17 Stamina after applying the remaining Stamina loss to his reset Stamina rating.
Finishers and Stamina
Finishers work differently in the Stamina system because they are so devastating. Whenever a wrestler rolls a Finisher result, the defensive wrestler rolls pin just like in Legends of Wrestling. But instead of losing a number of Stamina points equal to the number in parentheses, the defensive wrestler loses a number of Stamina points equal to the Pin number OUTSIDE of the parentheses.
For example: Harley Race is caught in the "GOTCH TOEHOLD (+2)". He rolls pin and breaks free. Race's Pin rating is "5(2)". He loses 5 Stamina from breaking Gotch's finisher.
"Add 1", "Taking a Fatigue Point" and Stamina
In circumstances where a wrestler is required to take a point of Fatigue, such as a chart result or an "add 1" offensive move. The wrestler loses 3 Stamina, in addition to any results rolled on Defense.
So, if a wrestler is instructed to take a Fatigue point as a result of a roll on the Double-Team chart, he will instead lose 3 Stamina. If a wrestler is hit with the Iron Sheik's loaded boot attack -- an "add 1" move -- he will roll on Level 3 Defense and add 3 to any Stamina loss he incurs as a result of that roll.
For example: B. Brian Blair gets kicked by the Iron Sheik's loaded boot. He rolls a "hurt - 2" on defense but Blair loses 5 Stamina because the Iron Sheik's loaded boot is an "add 1" attack. The Iron Sheik follows up with another kick from his loaded boot. This time Blair rolls "Pin 6(3)" on Level 3 Defense. Blair is whoozy but kicks out of Iron Sheik's pin attempt. Blair loses 6 points of Stamina -- 3 for escaping the pin and 3 for the "add 1" move. Sounds like it's time for Blair to tag-in Brunzell!
Cage Ratings and Stamina
Whenever a wrestler is outside the ring and is attacked with a foreign object or is bloodied, his Cage Rating comes into play. If a wrestler gets slammed into the concrete on the Out of the Ring chart, subtract his Cage Rating from his Stamina. Same if he is slammed into the ringpost, ringsteps or ringbell.
For example: The Sheik throws The Crusher out of the ring. The chart result states that Crusher slams The Sheik's head into the announcer's table. Sheik's Cage Rating is "1" so he loses one point of Stamina and the Crusher takes over on Level 3 Offense back inside the ring.
In a Cage Match or any other match where a result is substituted for an attack with an object (such as "throw into the cage - 3" in Cage Matches), add the Cage Rating to the defensive result following the attack.
For example: Masked Superstar and Bruiser Brody are in a Cage Match. Masked Superstar rolls an "out of the ring" result on offense, which translates to "throw into cage - 3" in a Cage Match. Brody's Cage Rating is a 2 so he will add two points to whatever he rolls on defense. In this instance, he rolls a "hurt - 2" on defense, so he loses 4 points of Stamina (2 for "hurt - 2" plus 2 for his Cage Rating).
When I play, I have special rules for a brawl outside the ring that I use. In this instance, the Cage Rating would be added to any defense result stemming from an applicable attack outside the ring.
I also have special rules for wrestlers being bloodied because I use Strategy Cards. But for whatever rules that are used, add the Cage Rating to the defensive result immediately following a wrestler getting bloodied. As an added rule, I also add the Cage Rating to every other pin or finisher attempt on a bloodied opponent.
Customizing the Stamina Rules
The Stamina Rules open a number of different possibilities for Promoters.
- Giving different Stamina ratings can speed up or slow down a match. Instead of 20 Stamina points, give each side 10 Stamina in a singles match. Or 30. Or 100.
- Giving different Stamina ratings to each side can affect the outcome of the match. If you want to give your champion an advantage in a match, try giving him 20 Stamina against an opponent's 15. For a squash match, give one side 15 Stamina and give the other 5. Guidelines to follow on this are:
- 5 points is an advantage, 10 points is a squash.
- No wrestler or tag-team should ever have less than 5 Stamina.
- 5 points is an advantage, 10 points is a squash.
- Use common sense when applying the Cage Rating to a result. If the existing rules don't make sense in a given situation, ignore them and lower Stamina in a way that does.