1.1 Added some more explanations, clarifications
1.2 Added injury, added different kinds of special moves.
Thanks go to Todd Cockrell and Steve Rouse for input on the rules and playtesting.
Introduction: M2 is a combination of two previous rules sets, FastMatch! and BlitzMatch! It tries to maintain some of the features that I liked from each system. From FastMatch! the ideas of targeting specific attributes. From BlitzMatch! some of the refinements about rounds and the grids and the uses of push levels. More stuff from each is used, of course. Of course, I tried to keep the ideas of quick resolution, scalability, and freedom from GM judgment calls.
Weight Classes: A wrestler with a Weight of 1-3 is loosely classed as a Light-Heavyweight, 4-7 is Heavyweight, and 8+ is a Superheavyweight. The only reason for weight classes is to give players some idea as to their foe's weight score, since it directly provides a pin bonus. As compensation for always suffering such a penalty, many feds provide a ligh-heavyweight belt.
The one exception to this is TeamWork (or any related TeamWork like custom attribute). The combined TeamWork attribute must be the lowest of the individual TeamWork attributes. (In effect this means that one-off tag teams will rarely have TeamWork, but tag teams that have values for TeamWork will be at a disadvantage if they split out to wrestle singles.)
Note also that a team may always use the scores of any one of it's individual members as its own scores (well, actually this only holds true if Teamwork is 0, but it's good to keep in mind when throwing together one-off or short term tag teams.)
Friendly Sam Stamina:10 Technical:5 Power:1 Martial Arts:5 Brawling:1 Weight:1 High Flying:4 Cheating:1 TeamWork:1 Style Defenses: Technical:0 Power:0 Martial Arts:0 Brawling:0 Weight:0 High Flying:0 Cheating:2(4) TeamWork:0 High Spot: 3 (costs 9) Brother Bob Stamina:10 Technical:3 Power:3 Martial Arts:1 Brawling:7 Weight:5 High Flying:1 Cheating:6 TeamWork:0 Style Defenses: Technical:1(2) Power:0 Martial Arts:1(2) Brawling:0 Weight:0 High Flying:1(2) Cheating:0 TeamWork:0Sample Tag Team:
if Brother Bob and Friendly Sam tag-teamed (not likely), they would need generate a set of scores for the team. They have several options.
Attribute Sam's Score Bob's Score Team Score Stamina 10 10 10 (must be 10) Styles Technical 5 3 3 (could be 3,4 or 5) Power 1 3 1 (could be 1,2 or 3) Martial Arts 5 1 1 (could be 1-5) Brawling 1 7 3 (could be 1-7) Weight 1 5 5 (could be 1-5) High-Flying 4 1 2 (could be 1-4) Cheating 1 6 4 (could be 1-6) TeamWork 1 0 0 (must be 0) Defenses: Technical 0 1 1 (could be 1 or 0) Power 0 0 0 (must be 0) Martial Arts 0 1 1 (could be 1 or 0) Brawling 0 0 0 (must be 0) Weight 0 0 0 (must be 0) High-Flying 0 1 1 (could be 1 or 0) Cheating 2 0 2 (could be 0,1 or 2) TeamWork 0 0 0 (must be 0) High Spots 3 0 1 (could be any score)
All of the wrestlers at a given push level are considered to be on a more or less equal footing. So Level I wrestlers are JTTS or newbies , Level II wrestlers are step up from that, Level III are midcarders and so on. It is suggested that 4 or 5 Push Levels is about right.
Rankings wrestlers into Push Levels is very much a matter of taste, and fedheads will certainly develop their own methods. The following is a method I have used with some success.
A grid will also be generated for each match that looks
something like this:
This means that any given match will have 5 "+" styles,
2 from each side and one from the grid.
The styles selected determine the general flow of the match. The
basic idea is to select styles in which you are strong, or stronger
than your opponent, and to "-" out a style which you think your
opponent will select. You could also get clever and select
a style that you are pretty good at, and the "-" it out yourself,
since the "-" only affects your opponent. If you've got a style in
which you are only a little worse than your opponent, they the
penalty he takes if you "-" it out could turn the tide.
In other words, the two "+" styles and the grid selection, are the
style that you would like the match to be dominated by -- probably
styles in which you think you are better than your foe. The "-"
style is the one style that you are being especially wary of; the
style you are taking extra care to defend against. This means
that the "-" style choice may be easy to make if you are facing
an extremely one-dimensional wrestler. On the other hand, if
his score in that style is high enough, and yours is extremely low,
"-" it out may not help you!
The exact use of these styles is explained in Match Resolution.
SUMMARY: Each strategy must therefore have 2 "+" styles,
a single "-" style and a letter or number.
A round action has three parts: type, target and explanation.
The first two parts of the action -- type and target -- have
a direct effect on game mechanics, and explain the general
goal for the round. For example, are you simply trying to defend
yourself while your opponent tires himself out? Are you
trying to reduce his ability to execute high-flying moves? And so
on. Note, though, that since these parts have a direct effect on
the match resolution they have a very specific format.
A round may be one of the following types:
A round must have as a target one of the styles or Stamina.
The third part of the round -- the explanation -- is the part
where the player's creativity comes fully into play. In this
part of the round action, the specific move or move combination
that the wrestler is attempting is listed. This part of the
round action is provided solely to help the fedhead with the
match write-up. It has no effect on the actual play of the
game; that is it has no effect on the match resolution die rolls.
The explanation should be at least a list of a few moves, and can
be quite a bit more complicated. Some of my players in Delta
Championship Wrestling have submitted several paragraphs, including
suggested ringside commentary, as part of round explanation.
Obviously the amount of explanation is a matter of taste -- some
fedheads like a lot, some like a smaller amount.
Standard matches are 20 rounds, and a round action must be
submitted for each round. At the end of these rules
there are several sample strategies of different styles.
If the winner's round action was High Impact,
he does an extra point of damage.
The damage is first reduced by 1 point for
each point of style defense the losing side
has in the round defense. The damage will
never be reduced to less than 1.
If the winner's round action was defensive, reduce
the damage by 1 point. This MAY reduce the damage
to 0.
If the round was a tie, then both sides take 1 point
of damage with no reduction.
The damage is inflicted to the attacker's target.
Styles may never be reduced to less than 0, but
excess damage to a Style will reduce Stamina.
Stamina may never be reduced to less than 0,
either.
To see if a wrestler has been injured, roll 3d6.
Subtract the target's current Stamina, current
level in the Round style, and Style defense for
the current Round style. If the check was caused
by an attacker succeeding with a Cripple attack,
add 2. if the total is 10 or more, the target has
been injured; add 1 injury point to any other
injury points the wrestler may have.
Note that wrestlers retain injury from week to week.
Each week, they heal 1d6 worth of injury points.
If they wrestle that week, that roll is modified
by -4 (meaning they will heal 2 points maximum, and
have a 2/3 chance of not healing at all).
To check for victory, roll 3d6.
If the number is 0-1, then a 1 count (or equivalent
was made. If the number is 2-3, then a 2 count.
If the number is 4 or more, then the match is
over and we have a winner.
A natural roll of 18 always wins.
Special rounds are designated by a (S) after the round name.
He knows that Friendly Sam has a high MA score, so he also chooses:
Since he is the first name, he will choose a grid letter. He takes
"C", since he'll get Brawl or Cheat if he's lucky, and HF if he's not.
Rounds:
And so on.
Another method would be to break the actions up by round style, eg.
And so on. With this method, one would need to be careful to make sure that
the rounds in each style repeat, since you can never be sure what the round
style will be, or how many times the round style will come up. The other
risk is that if you plot all your Specials in one style and that style
ever comes up, then the Specials will never get used.
Of course, you could do a combination of the two, or put conditionals into
a strat, as long as the conditionals are clear and your fed head is OK with
it.
Clear conditionals are things like: If I haven't used my Specials
by round 15, then use one now! Conditionals based on the enemy's states
may not be allowed, and overly complex conditionals may be ignored -- again
depending on your fedhead.
Part III: Strategies
The strategy is used, in combination with the attributes, to resolve
the match.
First name chooses A-C, Second name chooses 1-3
Brother Bob vs. Friendly Sam
A B C
1 Po Te HF
2 We MA Po
3 Br Ch MA
The intersection of the chosen letter and number is
a style that will be added to the "+" styles chosen
by each side.
Remember, you may only strat a number of special
rounds equal to your Push Level! If your PL is
two, you could strat one High Impact and one Finisher,
or two Finishers, and so on; you can not strat two
Finishers and two High Impact, that would be four
Specials.
Part IV: Match Resolution
Match resolution breaks down into two parts: pre-match bookkeeping
and rounds.
roll die 1 Power
2 Power
3 Cheat
4 High-Fly
5 Tech
6 Roll again
If it were a tag match, the table would be:
roll die 1 Power
2 Power
3 Cheat
4 High-Fly
5 Tech
6 Teamwork
Round Type Attack Bonus Damage Bonus Pin Bonus Injury Bonus Notes Cripple(S) 0 0 0 +2 Causes injury check with any damage Defensive +3 -1 0 0 Finisher(S) +4 0 +2 0 High Impact(S) +1 +1 +2 0 High Spot +2 0 0 0 High Risk Varies, 6->0, 3->3+d6 0 0 0 Normal 0 0 0 0 Illegal 2d6 0 0 0 May cause DQ Submission(S) 0 0 +4 0 Vile Cheat(S) 2d6+2d6 0 0 0 May cause DQ Part V: Example Strategies
For all strategies, there must be the style selection portion. The
following grid will be used.
First name chooses A-C, Second name chooses 1-3
Brother Bob vs. Friendly Sam
A B C
1 Po Te Br
2 We MA HF
3 Br MA Ch
Brother Bob has high scores in Cheating and Brawling, so he submits:
There are a lot of ways to do this, the simplest is like this:
Round Target Type Notes
1 MA Normal Drive Sam into the corner and smack him around
with closed fists and other borderline moves.
2 MA High Risk Snap mare him out, then go up top and
do a fist drop as he rises.
3 HF Illegal While my manager distracts the ref, use
pull a roll of quarters out of trunks, and smack his
knee mercilessly.
4 HF Special Call for the Power Bob!
Brawling:
Round Target Type Notes
1 MA Normal Drive Sam into the corner and smack him around
with closed fists and other borderline moves.
2 MA High Risk Snap mare him out, then go up top and
do a fist drop as he rises.
3+ HF Normal More beating on him with my brawling arsenal.
Martial Arts:
Round Target Type Notes
All MA Defense Out of my element -- block what I can, and
look for the chance to do a headbutt or other
brawling equalizer.