Post by weirdjerod on Aug 6, 2012 8:36:08 GMT -5
This will be an ongoing thread as I find and locate more of my house rules, lol. But for now, here is a couple really basic ones I use.
Pin Saves:
Not all teams function as well on this front, so, I take the total defensive (tag)s (Now, i have a friend who also odds offensive (tag) moves, up to you, lol) divide by 2 and that is the number of Pin Saves your team has for the match.
Additionally (this one I use mostly as it suits me for keeping a match going, preventing total crap upsets, etc) on the rare occasion you use all of your Pin Saves and desperately need to use one, You can roll your dq (+2 to represent the ref's lack of patience with your teams constant interfering). If no dq, take another Pin Save roll.
I also (for teams that have been together for a decent amount of time and that I recognize as "official" teams) roll the Pin BEFORE I roll the Pin Save. The rationale is that an experienced team knows each other better and will know when their partner is actually in trouble.
PINS
couple of house rules I use for PIN situations
Double 1's is ALWAYS an injury (even if not a pin). Injury is for the same length as number of tokens that wrestler has acquired in the match. This is done mostly to mimic the small legit injuries wrestlers get and to keep me on my toes in my booking.
Double 6's: The wrestler does NOT add a PIN token and the opp only rolls on L2O. For me this represents the "crowd adrenaline rush" type thing for faces and the "desperation vile act" for the heels. Doesn't overly affect outcomes in general, but adds a bit of fun and drama.
Rolling the exact number on a pin: I like controversy, lol, so I use this as an opportunity to get it.
If you roll the exact number of your PIN, I roll again immediately. If you roll under, PIN counts, match over (minor controversy for storylines, i.e. foot under the rope, ref missed, handful of tights, etc).
If you roll over, you get the "false finish". Wrestler on offense THINKS he won but didn't. Roll 1d6: Odd, Wrestler on defense recovers and rolls L2O. Even, Wrestler on offense realizes what happened in time and rolls L2O
If you roll the exact number again, this is where the fun happens, lol. I roll 2d6:
On a roll of doubles, match goes to a "double ending". I use my discretion to what seems appropriate at this point. Double DQ, Double CO, TLD, whatever feels right in the situation with the wrestlers involved (rematch here we come, lol).
Any (non-doubles) even, wrestler is pinned, match over.
Any odd, wrestler on defense kicks out at "2 and 99/100's!!!" and keep playing.
I know some of my rules seem a bit "big" lol, but honestly I have used them for so long now it only takes a few extra seconds for them. Anyways, that's what I have for now, any feedback would be great!!
Pin Saves:
Not all teams function as well on this front, so, I take the total defensive (tag)s (Now, i have a friend who also odds offensive (tag) moves, up to you, lol) divide by 2 and that is the number of Pin Saves your team has for the match.
Additionally (this one I use mostly as it suits me for keeping a match going, preventing total crap upsets, etc) on the rare occasion you use all of your Pin Saves and desperately need to use one, You can roll your dq (+2 to represent the ref's lack of patience with your teams constant interfering). If no dq, take another Pin Save roll.
I also (for teams that have been together for a decent amount of time and that I recognize as "official" teams) roll the Pin BEFORE I roll the Pin Save. The rationale is that an experienced team knows each other better and will know when their partner is actually in trouble.
PINS
couple of house rules I use for PIN situations
Double 1's is ALWAYS an injury (even if not a pin). Injury is for the same length as number of tokens that wrestler has acquired in the match. This is done mostly to mimic the small legit injuries wrestlers get and to keep me on my toes in my booking.
Double 6's: The wrestler does NOT add a PIN token and the opp only rolls on L2O. For me this represents the "crowd adrenaline rush" type thing for faces and the "desperation vile act" for the heels. Doesn't overly affect outcomes in general, but adds a bit of fun and drama.
Rolling the exact number on a pin: I like controversy, lol, so I use this as an opportunity to get it.
If you roll the exact number of your PIN, I roll again immediately. If you roll under, PIN counts, match over (minor controversy for storylines, i.e. foot under the rope, ref missed, handful of tights, etc).
If you roll over, you get the "false finish". Wrestler on offense THINKS he won but didn't. Roll 1d6: Odd, Wrestler on defense recovers and rolls L2O. Even, Wrestler on offense realizes what happened in time and rolls L2O
If you roll the exact number again, this is where the fun happens, lol. I roll 2d6:
On a roll of doubles, match goes to a "double ending". I use my discretion to what seems appropriate at this point. Double DQ, Double CO, TLD, whatever feels right in the situation with the wrestlers involved (rematch here we come, lol).
Any (non-doubles) even, wrestler is pinned, match over.
Any odd, wrestler on defense kicks out at "2 and 99/100's!!!" and keep playing.
I know some of my rules seem a bit "big" lol, but honestly I have used them for so long now it only takes a few extra seconds for them. Anyways, that's what I have for now, any feedback would be great!!