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Post by Eliath on Apr 14, 2018 16:02:19 GMT -6
I just had a thought: I think this can be extended to a 4-person match with a roll before the ones for Rumble Rating and saves. Odd could go to the first unused fighter, even for the second. I just use the stack. I roll initiative for all 4 fighters. Any that hit FF resolve those against fighter of choice. If no FF, the highest roll attacks the lowest roll. Everyone else goes into the stack with the highest initiative on top. All Rumble Ratings/POP rolls result in the top card of the stack attacking the fighter of choice. The other card goes to the bottom of the stack. The save roll after a failed POP/Power Play is the same as above.
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Post by Eliath on Apr 20, 2018 21:02:16 GMT -6
I recently updated the charts. These charts can be used for a Triple Threat/Fatal Four-Way/Duos Match
Rumble Rating Roll: d6 1-3 Rumble Rating as normal 4-5 Switch/Partner rolls on Positive + 6 Double team finish
After Successful POP Roll (Meaning fighter did not roll POP number or FIN number) Roll: d6 1-2 Attack fighter on Positive + (Opponent's partner attacks fighter on Positive +) 3-4 Continue attack as normal 5-6 Attack fighter on Negative + (Your partner attacks fighter on Negative -)
Save After Unsuccessful POP Roll & Power Play Roll (Meaning fighter rolled POP or FIN number, and failed to roll PP) Roll: d6 1-3 Fight ends 4-5 Save is made. Opponent continues on Positive + against fighter of choice (Opponent can attack either you or fighter that made save) 6 Save is made. Fighter making the save continues on Positive + against fighter of choice (Fighter that made the save can attack you or opponent)
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Post by jjaconetti on Apr 21, 2018 3:44:04 GMT -6
These rules look interesting. Hopefully I will have time to roll some matches again soon and see how these work.
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Post by JJ_Strife on Jun 19, 2018 11:01:55 GMT -6
I probably should have asked this a long time ago, but the thought just now came across my mind to ask: How would initiative be decided in this instance?
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Post by Eliath on Jun 19, 2018 12:04:58 GMT -6
I probably should have asked this a long time ago, but the thought just now came across my mind to ask: How would initiative be decided in this instance? All three roll a D6, Fast Forward is considered, high roll starts against the low roll.
If more than one person hits FF I decide who he/she would most likely attack first and go from there. I have had two guys hit FF on the third guy before (third guy rolled POP twice to avoid).
That's how I do it.
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Post by JJ_Strife on Nov 14, 2018 14:44:01 GMT -6
I started playing out these rules for the first time in my Elimination Chase for the Grand Championship on my Survival of the Fittest Tour, and these really work out. I honestly wouldn't mind if Eric turned these rules into a card like the Duos rules with International Incident/Champions of Time. Though, I do have to ask one thing: Since I'm primarily using these rules for multi-man matches, and not as an alternate Duos rules, if a Double Finisher in the Rumble Rating works, and produces a win, how do you decide who wins if a multi-man match is 1 fall to a finish? Do I assume it goes to the person that was on Positive before the Double Team move?
I also did make one slight alteration, and made the POP lands/PP fails optional, if a multi-man match is under Elimination rules.
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Post by Dustin on Nov 14, 2018 17:59:59 GMT -6
I started playing out these rules for the first time in my Elimination Chase for the Grand Championship on my Survival of the Fittest Tour, and these really work out. I honestly wouldn't mind if Eric turned these rules into a card like the Duos rules with International Incident/Champions of Time. Though, I do have to ask one thing: Since I'm primarily using these rules for multi-man matches, and not as an alternate Duos rules, if a Double Finisher in the Rumble Rating works, and produces a win, how do you decide who wins if a multi-man match is 1 fall to a finish? Do I assume it goes to the person that was on Positive before the Double Team move? I also did make one slight alteration, and made the POP lands/PP fails optional, if a multi-man match is under Elimination rules. I use the 3 Way Dance a lot and use the it as a Triple Threat Elimination. I only use the double finisher numbers on a roll of 8.
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Post by Dustin on Nov 5, 2021 8:28:06 GMT -6
You are not alone in this...I've been working on this as well. Here is what I have so far: Any time RUMBLE RATING is rolled, the third card attacks. D6 1-2: Fighter on Offense 3-4: Fighter on Defense 5-6: Choice Any time a POP roll is failed, and POWER PLAY also fails, the third fighter can try to make a save. D6 1-3: Fight ends as normal. 4-5: Save is made. Fighter on offense continues on offense against fighter that made the save. 6: Save is made. Fighter making the save takes over on offense against the fighter that was on offense. Thoughts? For those that are new, this is a great match rule to use.
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Post by JJ_Strife on Nov 5, 2021 18:29:39 GMT -6
You are not alone in this...I've been working on this as well. Here is what I have so far: Any time RUMBLE RATING is rolled, the third card attacks. D6 1-2: Fighter on Offense 3-4: Fighter on Defense 5-6: Choice Any time a POP roll is failed, and POWER PLAY also fails, the third fighter can try to make a save. D6 1-3: Fight ends as normal. 4-5: Save is made. Fighter on offense continues on offense against fighter that made the save. 6: Save is made. Fighter making the save takes over on offense against the fighter that was on offense. Thoughts? For those that are new, this is a great match rule to use. I did some alterations to this a while ago for more than just 3 people: *Roll initiative for all fighters, and resolve all Fast Forwards and ties (choose which FF to resolve first if multiple and on whomever, and if both fail, resolve the tie) *Highest roll starts vs. anyone *Positive can attack anyone Rumble RatingODD: Resolve as normal vs. anyone EVEN: Any other fighter takes over on Positive Avoiding POP/FINISHER (or successfully roll Power Play)ODD: Positive continues as normal EVEN: Any fighter outside Positive and Negative gets involved and takes over on Positive Hit POP/Finish and fail Power Play*1-2: The match ends, Positive fighter wins 3-4: Someone makes the save, but Positive fighter continues 5-6: Someone makes the save, but a fighter outside the Positive/Negative takes over on Positive *This rule is completely optional in Elimination Matches. Re-roll initiative after every elimination.
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