Post by markj on Aug 7, 2011 21:55:37 GMT -5
Hey guys i found this on the "o" board, i have run a few matches with it, Try it out and let me know your thoughts on it please.
Credit Stu Lowry
Alternate Fatigue System
I'm experimenting with a new fatigue system, and was looking for
some feedback from folks, not only on what I'm trying but on
anything you folks may have implemented.
Instead of adding 1 token after each pin attempt, I'm considering
using a wrestler's defensive result as an indicator of the damage
done to their overall stamina. A result of dazed-1 would accumulate
1 point of damage, hurt-2 would accumulate 2 points of damage,
and obviously down-3 would accumulate 3 points of damage. When a
finisher is applied on a wrestler that doesn't result in a pin,
the wrestler sustains damage equal to the finisher rating (i.e.,
a finisher of +2 would be 2 more points of damage applied to
the defensive wrestler).
For every 12 "points" of damage a wrestler sustains, it's 1
additional token added to his pin rating. This could be slightly
cumbersome to record in a match, but with the token chart, you
could just slide a penny across one 1-12 column, and when it
reaches 12, move the pin token counter up 1, and then continue on.
Example: Harley Race is wrestling Buddy Rogers. Race applies in
sequence moves that result in Rogers having defensive readings of
dazed-1, hurt-2, hurt-2, hurt-2, hurt-2, and down-3. That adds up
to 12 points of damage done to Rogers, and in my proposed system,
12 "damage points" equals 1 additional pin token, so Rogers would
move his pin token from 1 up to 2. If Race hits his finisher next,
it would be add 3 to 2, so a 5 would have to be rolled, just like
normal.
NOTE: Finishers and all other pin rolls wouldn't add a token any
longer in this proposed system, unless they help add up to another
"round of 12 points". The only way pin tokens are accumulated are
through this "damage points" system.
This system would make defense even more important, and reflects
an "old school" mentality of wearing down an opponent. It makes
every offensive move mean something, and also makes reversals on
defense and the ability to withstand a lot of punishment crucial
to a wrestler's success.
Credit Stu Lowry
Alternate Fatigue System
I'm experimenting with a new fatigue system, and was looking for
some feedback from folks, not only on what I'm trying but on
anything you folks may have implemented.
Instead of adding 1 token after each pin attempt, I'm considering
using a wrestler's defensive result as an indicator of the damage
done to their overall stamina. A result of dazed-1 would accumulate
1 point of damage, hurt-2 would accumulate 2 points of damage,
and obviously down-3 would accumulate 3 points of damage. When a
finisher is applied on a wrestler that doesn't result in a pin,
the wrestler sustains damage equal to the finisher rating (i.e.,
a finisher of +2 would be 2 more points of damage applied to
the defensive wrestler).
For every 12 "points" of damage a wrestler sustains, it's 1
additional token added to his pin rating. This could be slightly
cumbersome to record in a match, but with the token chart, you
could just slide a penny across one 1-12 column, and when it
reaches 12, move the pin token counter up 1, and then continue on.
Example: Harley Race is wrestling Buddy Rogers. Race applies in
sequence moves that result in Rogers having defensive readings of
dazed-1, hurt-2, hurt-2, hurt-2, hurt-2, and down-3. That adds up
to 12 points of damage done to Rogers, and in my proposed system,
12 "damage points" equals 1 additional pin token, so Rogers would
move his pin token from 1 up to 2. If Race hits his finisher next,
it would be add 3 to 2, so a 5 would have to be rolled, just like
normal.
NOTE: Finishers and all other pin rolls wouldn't add a token any
longer in this proposed system, unless they help add up to another
"round of 12 points". The only way pin tokens are accumulated are
through this "damage points" system.
This system would make defense even more important, and reflects
an "old school" mentality of wearing down an opponent. It makes
every offensive move mean something, and also makes reversals on
defense and the ability to withstand a lot of punishment crucial
to a wrestler's success.