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Post by kgrroth on Apr 7, 2018 9:26:03 GMT -6
I'm working on a very basic point system for creating fighters. This way you can kind of set fighters at a certain power level compared to others. This works great when recreating real wrestlers but will also help when you are crafting your own universes. Here is my rough draft, please let me know if you think the point system needs tweaking or if you have ideas as well, lets work on this together.
A basic fighter with an RR +1 would be worth 1 point RR +2 would be 2 points RR +3 would be 3 points
Adding an extra PP or FF number would be 1 point Adding an extra Finisher number would be 2 points Replacing the Block with an extra Reversal would be 3 points Conversely by weakening a fighter you could go into the negative points to create a real jobber if you wish
Here are two samples:
Joe Schmuck
1. Move 2. Move 3. FINISHER 2 4. Move 5. Rumble Rating 6. Move
1. Hit 2. REVERSE 3. POP 2 4. Block 5. Dodge 6. REVERSE
RR +1 PP 2 FF 3
Points: 1 (generic baseline fighter)
WRESTLEGOD
1. Move 2. FINISHER 4,2 3. Move 4. Rumble Rating 5. Move 6. Move
1. Hit 2. REVERSE 3. Block 4. REVERSE 5. POP 1 6. REVERSE
RR +3 PP 2,3,4 FF 1,6
Points: 10 (an extremely tough fighter)
What is your thoughts? ideas? let me know!
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Post by Mr. Beefy on Apr 7, 2018 13:12:30 GMT -6
I'm working on a very basic point system for creating fighters. This way you can kind of set fighters at a certain power level compared to others. This works great when recreating real wrestlers but will also help when you are crafting your own universes. Here is my rough draft, please let me know if you think the point system needs tweaking or if you have ideas as well, lets work on this together.
A basic fighter with an RR +1 would be worth 1 point RR +2 would be 2 points RR +3 would be 3 points
Adding an extra PP or FF number would be 1 point Adding an extra Finisher number would be 2 points Replacing the Block with an extra Reversal would be 3 points Conversely by weakening a fighter you could go into the negative points to create a real jobber if you wish
Here are two samples:
Joe Schmuck
1. Move 2. Move 3. FINISHER 2 4. Move 5. Rumble Rating 6. Move
1. Hit 2. REVERSE 3. POP 2 4. Block 5. Dodge 6. REVERSE
RR +1 PP 2 FF 3
Points: 1 (generic baseline fighter)
WRESTLEGOD
1. Move 2. FINISHER 4,2 3. Move 4. Rumble Rating 5. Move 6. Move
1. Hit 2. REVERSE 3. Block 4. REVERSE 5. POP 1 6. REVERSE
RR +3 PP 2,3,4 FF 1,6
Points: 10 (an extremely tough fighter)
What is your thoughts? ideas? let me know! I like the idea. Do not forget about DQs and how to handle via positive or negative.
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Post by ewtVerse on Apr 7, 2018 17:37:14 GMT -6
Digging this
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Post by Eliath on Apr 7, 2018 20:48:26 GMT -6
I would suggest that your baseline RUMBLE RATING should be +2 instead of +1. In my mind +2 is standard for most of the fighters. +1 indicates a lack of training, while +3 indicates mastery.
Just my first thought on this.
How do you account for the fact that any fighter can win any fight they are in? Certainly, your suggestions make a fighter more likely to win, but the WRESTLEGOD could lose just as easily as SCHMUCK to Fast Forward, or a POP roll.
What are your thoughts on this?
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Post by Eliath on Apr 7, 2018 20:52:26 GMT -6
Also, what about two separate FINISHERS (ex: Outlaw)?
By your scoring system, Thunder Gold is an 8.
Good work!
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Post by jjaconetti on Apr 8, 2018 4:30:31 GMT -6
I know this is still a W.I.P. but it is a cool idea.
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Post by kgrroth on Apr 8, 2018 7:11:15 GMT -6
I would suggest that your baseline RUMBLE RATING should be +2 instead of +1. In my mind +2 is standard for most of the fighters. +1 indicates a lack of training, while +3 indicates mastery. Just my first thought on this. How do you account for the fact that any fighter can win any fight they are in? Certainly, your suggestions make a fighter more likely to win, but the WRESTLEGOD could lose just as easily as SCHMUCK to Fast Forward, or a POP roll. What are your thoughts on this? Actually when I was initially drawing it up that is what I was going with, but I changed it because it was slightly counter-intuitive with a +1 being 0 points a +2 being one, it could confuse a person whereas a +1 = 1 point, a +2 being 2 points, etc seems a bit more fluid and easy to remember.
This is true, as you said Wrestlegod would probably beat Schmuck 75-80% of the time (just a guess), but Schmuck could get that victory as well. In the world of our fictional edits I am okay with that, but when using wrestlers, the thoughts of Brad Armstrong rolling Ric Flair up in the 80s just sort of unsettles me. I do use some house rules to help counter that as well including my XP System, Champs Advantage, and my advanced combat rules. My ICOF set will also introduce Tag and Grudge bonuses to some of the wrestlers to give them a boost in duos matches and specialty matches respectively.
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Post by kgrroth on Apr 8, 2018 7:13:04 GMT -6
Also, what about two separate FINISHERS (ex: Outlaw)? By your scoring system, Thunder Gold is an 8. Good work! For now I am thinking 2 points to replace a move with a finisher, just like adding a second finisher, but I think that will end up being 3 points in the long run.
Thanks, definitely some wrinkles to iron out, but I think it works as a solid baseline to guide the fighter creation process a bit.
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Post by kgrroth on Apr 8, 2018 7:16:44 GMT -6
Speaking of fighter creation, how does everyone decide where to put all the moves on the card and assign all the random numbers? On a base card as long as you have the right number of moves, the only number that matters is the RR Rating. To me it gets really tiring to mentally shuffle everything so I created a small excel helper. It spits out random finisher Pop, PP and FF Numbers and by hitting f9 and a quick table resort it will do your offensive and defensive cards as well.
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Post by Eliath on Apr 8, 2018 7:19:51 GMT -6
I would suggest that your baseline RUMBLE RATING should be +2 instead of +1. In my mind +2 is standard for most of the fighters. +1 indicates a lack of training, while +3 indicates mastery. Just my first thought on this. How do you account for the fact that any fighter can win any fight they are in? Certainly, your suggestions make a fighter more likely to win, but the WRESTLEGOD could lose just as easily as SCHMUCK to Fast Forward, or a POP roll. What are your thoughts on this? Actually when I was initially drawing it up that is what I was going with, but I changed it because it was slightly counter-intuitive with a +1 being 0 points a +2 being one, it could confuse a person whereas a +1 = 1 point, a +2 being 2 points, etc seems a bit more fluid and easy to remember.
This is true, as you said Wrestlegod would probably beat Schmuck 75-80% of the time (just a guess), but Schmuck could get that victory as well. In the world of our fictional edits I am okay with that, but when using wrestlers, the thoughts of Brad Armstrong rolling Ric Flair up in the 80s just sort of unsettles me. I do use some house rules to help counter that as well including my XP System, Champs Advantage, and my advanced combat rules. My ICOF set will also introduce Tag and Grudge bonuses to some of the wrestlers to give them a boost in duos matches and specialty matches respectively.
Makes perfect sense then. Simple is always best. Nicely done!
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Post by Eliath on Apr 8, 2018 7:22:22 GMT -6
Speaking of fighter creation, how does everyone decide where to put all the moves on the card and assign all the random numbers? On a base card as long as you have the right number of moves, the only number that matters is the RR Rating. To me it gets really tiring to mentally shuffle everything so I created a small excel helper. It spits out random finisher Pop, PP and FF Numbers and by hitting f9 and a quick table resort it will do your offensive and defensive cards as well. I mentally shuffle. LOL That's a good term.
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Post by Eliath on Apr 8, 2018 7:29:58 GMT -6
Also, what about two separate FINISHERS (ex: Outlaw)? By your scoring system, Thunder Gold is an 8. Good work! For now I am thinking 2 points to replace a move with a finisher, just like adding a second finisher, but I think that will end up being 3 points in the long run.
Thanks, definitely some wrinkles to iron out, but I think it works as a solid baseline to guide the fighter creation process a bit.
I agree that 3 points is where it will fall in the long run, and it may be significant enough to warrant 4 points. I say this because adding a third REVERSAL is 3 points, and having a second FINISHER is more devastating than an extra reversal. Have you considered extra FINISHER numbers (Remington XT), or extra POP numbers (Sweet Dream), and how that affects points?
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Post by Dustin on Apr 9, 2018 7:02:24 GMT -6
Speaking of fighter creation, how does everyone decide where to put all the moves on the card and assign all the random numbers? On a base card as long as you have the right number of moves, the only number that matters is the RR Rating. To me it gets really tiring to mentally shuffle everything so I created a small excel helper. It spits out random finisher Pop, PP and FF Numbers and by hitting f9 and a quick table resort it will do your offensive and defensive cards as well. I think Eliath said it best. I mentally shuffle based on what I expect the fighter to be.
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Post by ewtVerse on Apr 9, 2018 10:22:40 GMT -6
This intrigues me a great deal and I am excited to see how this develops
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Post by kgrroth on Apr 12, 2018 7:35:56 GMT -6
For now I am thinking 2 points to replace a move with a finisher, just like adding a second finisher, but I think that will end up being 3 points in the long run.
Thanks, definitely some wrinkles to iron out, but I think it works as a solid baseline to guide the fighter creation process a bit.
I agree that 3 points is where it will fall in the long run, and it may be significant enough to warrant 4 points. I say this because adding a third REVERSAL is 3 points, and having a second FINISHER is more devastating than an extra reversal. Have you considered extra FINISHER numbers (Remington XT), or extra POP numbers (Sweet Dream), and how that affects points? Yes you have a good point, it could well be a 4 pointer.
Extra POP numbers would probably be a -3 points, though maybe even -4. Obviously will need to do some playtesting before all is said and done.
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