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RTGoodman
2008-11-10, 06:56 PM
Rings and Wrestlers:
A Table-Top Professional Wrestling RPG


The crowd roars as the lights suddenly shut off throughout the arena. The thumping music begins, the strobes lights blink to life, and finally you get your cue to head down the ramp, your body and reputation both on the line...


Rings and Wrestlers takes the basic rules from 4E D&D and changes them, turning them into a form suitable for player-versus-player professional wrestling role-playing. The included classes provide a basis for various generic types of wrestlers, while the included wrestling moves (which, unlike in standard 4E, are available to ALL wrestlers) provide a whole slew of tactics to allow for a real knock-down, drag-out slobberknocker of a fight.


Table of Contents:
-Classes .................... Post 1
-Wrestling Moves ........ Post 2
-Wrestler Feats .......... Post 3
-Supplemental Rules .... Post 4


Classes

The following four classes are available when you make your wrestler. Each has its own benefits and drawback, as well as special abilities to differentiate it from the other classes. Some classes allow you to choose one of two paths, which allows for further customization.

When you choose a class, you gain all of its abilities and determine your starting hit points, defenses, and such as normal. Unlike in standard 4E D&D, many aspects of these classes, as well as number of healing surges, are based on a per-match use, which is akin to the standard per-encounter usage.

The skills available for wrestlers are almost the same as the standard 4E skill set, but with some changes. The skills included are: Acrobatics, Athletics, Bluff, Endurance, Intimidate, Perception, Pump the Crowd*, Stealth.
*The Pump the Crowd skill is described in greater detail later.

[hr]

Brawler

Your wrestling is based on one idea - the best way to win a match is to knock your opponent out before he can do the same to you. You probably don't use many flashy maneuvers, but your ability to dish out pain is enough to impress most crowds.


Power Source: Martial. Your abilities were learned through years of practice and training.
Key Abilities: Strength, Constitution

Defense Bonus: +2 AC, +2 Fortitude
Hit Points at 1st Level: 20 + Con score
Hit Points per Level: 8
Surges per Match: 5 + Con modifier

Class Features: Brawler Style, Steady, Unarmed Fighting

Trained Skills: Athletics
Class Skills: Choose 2 of the following – Acrobatics, Endurance, Intimidate, Perception, Pump the Crowd


Class Features:

Brawler Style: Brawlers choose one of two styles – powerful brawler or tough brawler. Some maneuvers have different or greater effects depending on which type of brawler you are.
[TAB]Powerful Brawler: Your philosophy is to hit with big hits less frequently instead of smaller hits all the time. You gain the Power Attack feat as a bonus feat, and for the purposes of the feat are considered to be wielding a two-handed weapon when you use unarmed powers.
[TAB]Tough Brawler: Tough brawlers are so tough they seem to shrug off most punches. A tough brawler gains resistance to unarmed damage equal to his Constitution modifier.

Steady: A brawler subtracts a number of squares equal to one-half his Constitution modifier when subjected to forced movement.

Unarmed Fighting: Your years of training to make it to the big leagues have taught you how to use your fists in combat. You gain proficiency with unarmed strikes, and when you make an unarmed strike, it is not considered an improvised weapon and instead is a one-handed melee weapon with a +2 proficiency bonus to attack rolls that deals 1d6 damage.

[hr]

Daredevil

You're as much an acrobat as you are a wrestler - while you still make sure you leave your opponent out cold, you look good doing it. You might fly through the air, tumble around the mat, or perform other exciting feats, and you certainly put yourself in harm's way to give the crowd a good show.


Power Source: Martial. Your abilities were learned through years of practice and training.
Key Abilities: Dexterity, Charisma

Defense Bonus: +2 AC, +2 Reflex
Hit Points at 1st Level: 14 + Con score
Hit Points per Level: 6
Surges per Match: 3 + Con modifier

Class Features: Daredevil Stunt, Daredevil Style, Unarmed Fighting

Trained Skills: Acrobatics
Class Skills: Choose 3 of the following – Athletics, Bluff, Endurance, Intimidate, Pump the Crowd, Stealth


Class Features:

Daredevil Stunt: You can perform mind-blowing, death-defying stunts that impress the crowd and give you an advantage over your opponent. As a standard action, perform an acrobatic stunt as normal (see PHB 180). If you succeed, you gain a +2 bonus on attack rolls and deal an extra 1d6 damage on attacks until the end of your next turn. You also gain a +2 bonus on Pump the Crowd checks for a number of rounds equal to your Charisma modifier. You can perform a daredevil stunt once per match; when you score a critical hit, the ability recharges and can be used again.

Daredevil Style: Daredevils come in two different groups – acrobatic daredevils and high-flying daredevils. Some maneuvers have different or greater effects depending on which type of daredevil you are.
[TAB]Acrobatic Daredevil: You move around the ring with the greatest of ease, dodging blows, rolling, and fighting with quick, but flashy, attacks. You gain a +4 bonus to AC and defenses vs. Opportunity Attacks, and a +2 bonus on Acrobatics checks.
[TAB]High-Flying Daredevil: You spend most of your time on the turnbuckles or in the air as you come down from them. While adjacent to a turnbuckle, you can climb onto it as a minor action rather than a move action. Also, you treat all falls as 10 feet less when determining falling damage.

Unarmed Fighting: Your years of training to make it to the big leagues have taught you how to use your fists in combat. You gain proficiency with unarmed strikes, and when you make an unarmed strike, it is not considered an improvised weapon and instead is a one-handed melee weapon with a +2 proficiency bonus to attack rolls that deals 1d6 damage.

[hr]

Grappler

You think of wrestling as both a precise science and a subtle art. You use exotic locks and other unique moves to cripple your opponent, forcing him to take more damage or tap out. You're a consummate professional, and think as much about your own technique as you do about winning the match.


Power Source: Martial. Your abilities were learned through years of practice and training.
Key Abilities: Intelligence, Strength

Defense Bonus: +1 AC; +1 Fortitude, Reflex, Will
Hit Points at 1st Level: 18 + Con score
Hit Points per Level: 6
Surges per Match: 4 + Con modifier

Class Features: Focused Grappling, Unarmed Fighting

Trained Skills: Athletics
Class Skills: Choose 2 of the following – Acrobatics, Endurance, Intimidate, Perception, Pump the Crowd


Class Features:

Focused Grappling: When you lock an opponent, it takes a penalty on the Endurance check to resist tapping equal to one-half your Intelligence modifier, rounded down.

Unarmed Fighting: Your years of training to make it to the big leagues have taught you how to use your fists in combat. You gain proficiency with unarmed strikes, and when you make an unarmed strike, it is not considered an improvised weapon and instead is a one-handed melee weapon with a +2 proficiency bonus to attack rolls that deals 1d6 damage.

________________________________________________
New Condition:
LOCKED
♦ You cannot use attack powers.
♦ You cannot move unless you make an attack (Str vs.
Fortitude) to move the enemy locking you along with you.
♦ Each turn, you make checks as normal as if to escape a
grab. Each round you fail, you must make an Endurance
check (DC 15 + one-half the attacker’s level). If you fail
three of these Endurance checks in one match, you tap
out and lose the match.
________________________________________________


[hr]

Showboat

Whether it's through high-flying acrobatics, a unique gimmick, willingness to smash an opponent with a chair, or sheer charisma, the crowd loves you (or, in some cases, loves to hate you). You worry as much about looking good and being entertaining as you do about actually wrestling. You also might have a penchant for cheating or using foreign objects, but that doesn't make you any less of a showboat.


Power Source: Martial. Your abilities were learned through years of practice and training.
Key Abilities: Charisma, Strength

Defense Bonus: +2 AC, +2 Will
Hit Points at 1st Level: 16 + Con score
Hit Points per Level: 6
Surges per Match: 3 + Con modifier

Class Features: Feed off the Crowd, Showboat Style, Unarmed Fighting

Trained Skills: Pump the Crowd
Class Skills: Choose 3 of the following – Acrobatics, Athletics, Bluff, Endurance, Intimidate, Perception, Stealth


Class Features:

Feed off the Crowd: When you use your second wind, you gain extra hit points equal to 1 + your Charisma modifier.

Showboat Style: Showboats are natural tricksters, usually falling into one of two categories – devious showboats or hardcore showboats. Some maneuvers have different or greater effects depending on which type of showboat you are.
[TAB]Devious Showboat: You are adept dirty fighting attacks, glitzy moves, and other distractions. You can distract a ref as a move action rather than a standard action, and attacks you make with the Dirty keyword when the ref is distracted deal an extra 1d6 damage.
[TAB]Hardcore Showboat: You gain the Hardcore Fighter feat as a bonus feat. When you use an improvised weapon, increase the damage die by one size. (For instance, a kendo stick is an improvised weapon that deals 1d4 damage normally; for a hardcore showboat, it instead deals 1d6 damage.)

Unarmed Fighting: Your years of training to make it to the big leagues have taught you how to use your fists in combat. You gain proficiency with unarmed strikes, and when you make an unarmed strike, it is not considered an improvised weapon and instead is a one-handed melee weapon with a +2 proficiency bonus to attack rolls that deals 1d6 damage.

RTGoodman
2008-11-10, 06:57 PM
Wrestling Moves

Unlike in some standard 4E, the various “classes” of wrestlers often rely on a myriad of moves from various styles. When creating your wrestler, you don’t have a class-based list of moves to choose from; instead, all wrestlers can choose any of the following moves whenever they’re allowed to learn moves. However, some classes do better with certain choices (Brawlers want Str-based attacks, some Showboats use a lot of Dirty maneuvers, etc.), so choosing moves that fit your class is still more beneficial than simply picking random maneuvers of all types.

Also, wrestlers' reliance on varied maneuvers means they have a larger repertoire than adventurers in other games. They gain more powers of each type (at-will, encounter, daily, utility) at each level, as indicated below.

[hr]

Universal At-Will Powers:

All characters know the following maneuvers, which are useable at-will, in addition to their other at-will moves.


Irish Whip ................................... Universal Attack 1
You grab your opponents arm and spin, forcing him into
the ropes, a turnbuckle, or an obstacle.
At-Will ♦ Martial, Unarmed
Standard Action Melee reach
Target: One creature
Attack: Str or Dex vs. Reflex
Hit: The target is flung in a straight line until it hits the
ring ropes or an obstacle. (This does not count as
forced movement.) If it hits the ropes, it is entitled to
an immediate saving throw. On a success, the target
stops itself and can take actions as normal on its turn.
On a failure, its momentum forces it to rebound and it
can take no actions on its next turn other than move in
a straight line back in the direction from which it was
moved. If it hits an obstacle or a turnbuckle, the target
stops immediately and takes 1d6 damage.


Pin ............................................ Universal Attack 1
You go for the win by covering your opponent, trying to
hold out for the three-count.
At-Will ♦ Martial
Standard Action Melee reach
Target: One creature
Requirement: The target must be prone
Special: Before you make the attack, you move into
your opponent’s square. This is an exception to the
normal rules of entering your opponent’s space.
Attack: Str vs. Reflex, Dex vs. Reflex, or Int vs. Reflex
Hit: The enemy is immobilized until it escapes. On its
turn, the opponent can attempt to escape as normal.
You must maintain the pin for three rounds (sustaining
the pin as a standard action each round) to win the match.
Sustain Standard: You maintain the pin as a standard
action each round.


Level 1 At-Will Moves

Each wrestler knows three of the following moves, useable at-will, in addition to the above universal powers.



Arm Bar ....................................... Wrestler Attack 1
You grab your opponents arm, putting him in a simple lock.
At-Will ♦ Lock, Martial, Unarmed
Standard Action Melee reach
Target: One creature
Attack: Int vs. Reflex
Hit: 1[W] + Str modifier damage, and the target is locked
until escape.
Sustain Standard: You must sustain this move in order
to keep the target locked. The target takes damage
equal to your Str modifier each round you sustain the
power.


Chop .......................................... Wrestler Attack 1
You use your hand to deliver a mighty chop to your
opponent’s chest.
At-Will ♦ Martial, Unarmed
Standard Action Melee reach
Target: One creature
Attack: Str or Dex vs. AC
Hit: 1[W] + Str modifier damage, and push the target
one square.


Clothesline .................................. Wrestler Attack 1

You hit your opponent with a straight arm, knocking him
down.
At-Will ♦ Martial, Unarmed
Standard Action Melee reach
Target: One creature
Attack: Str vs. AC
Hit: 1[W] + Str modifier damage, and the target is
knocked prone.


Crossbody Block ........................... Wrestler Attack 1
You jump at your opponent, twisting your body to hit
him full-on.
At-Will ♦ Martial, Unarmed
Standard Action Melee reach
Target: One creature
Special: You must move at least two squares or jump
from the turnbuckle on your turn before using this move.
Attack: Dex vs. Reflex
Hit: 1d6 + Dex modifier damage, and both the target and
you are prone and adjacent to each other.
Special: When performed from the turnbuckle, this attack
deals an extra 1d6 damage to the target but deals 1d6
damage to you.


Double Axe-Handle ........................ Wrestler Attack 1
You put your hands together and bring them down with
great force on your opponent’s head.
At-Will ♦ Martial, Unarmed
Standard Action Melee reach
Target: One creature
Attack: Str vs. AC
Hit: 2[W] damage.
Hardcore Showboat: You can use a weapon to perform
this maneuver as if it had the Weapon.


Eye Poke ..................................... Wrestler Attack 1
You poke your opponent in his eyes, momentarily blinding
him to gain the upper hand.
At-Will ♦ Dirty, Martial, Unarmed
Standard Action Melee reach
Target: One creature
Attack: Dex vs. AC
Hit: 1[W] and the target takes a -2 penalty on attack
rolls until the end of your next turn.



Level 1 Encounter Moves

Each wrestler gains three of the following moves at 1st level, each usable once per encounter.



Bear Hug ..................................... Wrester Attack 1
You wrap your arms around your opponent, squeezing
the life out of him.
Encounter ♦ Martial, Unarmed
Standard Action Melee reach
Target: One creature
Attack: Str vs. Reflex
Hit: 1[W] + Str damage, and the target is grabbed until
escape. Each round it fails to escape, it takes damage
equal to your Str modifier.
Sustain Standard: You can continue to crush your
opponent as a standard action, dealing 1[W] + Str
damage each round.
Grappler: Add your Int modifier to the extra damage you
deal when you sustain this power.


Big Boot ...................................... Wrestler Attack 1
Your opponent charges you, but you bring your leg up
to head level to stop him forcefully.
Encounter ♦ Martial, Unarmed
Immediate Interrupt Melee reach
Trigger: An opponent charges you
Attack: Str or Dex vs. Reflex
Hit: 1[W] damage and the target ends its turn immediately
without completing the charge.
Powerful Brawler: The target is also knocked prone on
a hit.


Body Slam ................................... Wrestler Attack 1
You grab your opponent and give him a basic throw onto
the mat.
Encounter ♦ Martial, Unarmed
Standard Action Melee reach
Target: One creature
Attack: Str or Int vs. Reflex
Hit: 2d6 + Str damage and the target is knocked prone.


Elbow Smash ................................ Wrestler Attack 1
You fly at your opponent elbow first, smashing him in
the head.
Encounter ♦ Martial, Unarmed
Standard Action Melee reach
Target: One creature
Attack: Dex vs. AC
Hit: 2[W] + Dex damage and the target is dazed until
the end of your next turn.
Special: If you perform this attack from the turnbuckle,
you deal 1d6 extra damage.


Goading Trip ................................ Wrestler Attack 1
You taunt your opponent, forcing him to charge you.
At the last moment, you sidestep his attack and trip him.
Encounter ♦ Martial, Unarmed
Standard Action Close burst 5
Target: One creature
Attack: Cha vs. Will
Hit: The target moves to a square adjacent to you, and
you make a secondary attack.
Secondary Target: The same creature
Secondary Attack: Dex +2 vs. Reflex
Hit: 2d6 + Dex modifier damage, and the target falls prone.


Groin Strike .................................. Wrestler Attack 1
Preferring to win rather than to play by the rules, you
hit your opponent where it hurts.
Encounter ♦ Dirty, Martial, Unarmed
Standard Action Melee reach
Target: One creature
Attack: Dex vs. AC
Hit: 1[W] + Dex modifier damage, and the target is
weakened and dazed until the end of your next turn.
Devious Showboat: You add your Cha modifier to damage
with this move.


Suplex ........................................ Wrestler Attack 1
You grab your opponent, stand him straight up in the air,
and fall backwards, slamming him into the mat.
Encounter ♦ Martial, Unarmed
Standard Action Melee reach
Target: One creature
Special: You must have combat advantage against the
target.
Attack: Str vs. Reflex
Hit: 3d6 + Str modifier damage, and both you and the
target end up prone and adjacent to each other.



Level 1 Daily Moves

Each wrestler gains two of the following maneuvers at 1st level, each usable once per day.



Brass Knuckles ............................. Wrestler Attack 1
With the ref distracted, you grab a set of brass knuckles
from your trunks and smash your opponent in the fact.
Daily ♦ Dirty, Martial, Unarmed
Standard Action Melee reach
Requirement: To use this attack, the ref must be
distracted or you must succeed on a Stealth check
opposed by the ref’s Perception check.
Target: One creature
Attack: Cha vs. Reflex
Hit: 3[W] + Dex modifier damage and the target is
stunned until the end of your next turn.


DDT ........................................... Wrestler Attack 1
You grab your opponent’s head and fall backwards,
slamming him down face-first.
Daily ♦ Martial, Unarmed
Standard Action Melee reach
Target: One creature
Attack: Str or Dex vs. Reflex
Hit: 2d6 + Str modifier damage, and the target is prone
and is stunned until the end of your next turn.


Frog Splash ................................. Wrestler Attack 1
You leap onto your opponent, crushing him beneath your
falling weight.
Daily ♦ Martial, Unarmed
Standard Action Melee reach
Special: You just from the turnbuckle as a part of this
move before you make the attack.
Target: One creature
Attack: Dex vs. Reflex
Hit: 3d6 + Dex modifier damage, and you may initiate a
pin as a minor action.
Miss: Half damage, and you can’t initiate a pin.


Powerbomb .................................. Wrestler Attack 1
You flip your opponent onto your shoulders and then,
grasping his legs, slam him back-first into the mat.
Daily ♦ Martial, Reliable, Unarmed
Standard Action Melee reach
Target: One creature
Requirement: You must have combat advantage against
the target to use this move.
Attack: Str vs. AC
Hit: 3[W] + Str modifier damage, and the target is prone
and dazed (save ends).


Sleeper Hold ................................ Wrestler Attack 1
You grab your opponent from behind, cutting off the
blood to his brain in attempt to make him pass out.
Daily ♦ Lock, Martial, Reliable, Unarmed
Standard Action Melee reach
Target: One creature
Attack: Str or Int vs. Reflex
Hit: 1[W] damage + Str modifier damage, and the target
is locked. On its first failed Endurance check, it becomes
slowed and weakened (save ends). On its second failed
Endurance check, it becomes unconscious (save ends).
Sustain Standard: You must sustain this move as a
standard action to continue the lock. Each round you
sustain the power, you deal an extra 1[W] + Str damage
to the target.



Level 2 Utility Moves


Each wrestler gains two of the following utility maneuvers at 2nd level.



Catch Your Breath .......................... Wrestler Utility 2
You take a moment to catch your breath, giving you
some additional stamina.
Special ♦ Martial
Minor Action Personal
Effect: You can spend a healing surge.
Special: You may use this power twice per encounter,
but only once per round.


Forceful Escape ............................. Wrestler Utility 2
You punch your opponent, kick his shin, or otherwise
injure him in order to escape.
Encounter ♦ Martial
Standard Action Personal
Effect: You immediately escape from a grab or lock.
The enemy grabbing or locking you takes damage equal
to 1 + your Str modifier (minimum 1).


Hop Up ......................................... Wrestler Utility 2
You kick your legs and jump to your feat quickly.
Encounter ♦ Martial
Minor Action Personal
Effect: You stand up from prone. This does not provoke
Opportunity Attacks.


Use the Ropes ................................ Wrestler Utility 2
You use the ring ropes for more leverage, giving you an
advantage over your more scrupulous opponents.
Daily ♦ Dirty, Martial
Free Action Personal
Requirement: You must be adjacent to the ring ropes and
have an opponent grabbed, pinned, or locked to use this
power.
Effect: The opponent you have grabbed, pinned, or
locked takes a -2 penalty on checks to escape or resist
tapping.

RTGoodman
2008-11-10, 06:58 PM
Wrestling Feats


Coming soon...

RTGoodman
2008-11-10, 07:00 PM
Rings and Wrestlers - Supplemental Rules


Coming soon...


(This section should include movement in the ring, the Pump the Crowd skill, referee-influencing acts, and other stuff.)



EDIT: Okay... and NOW I think I should be good. Feel free to PEACH it up.

StormingMarcus
2008-12-25, 07:38 AM
Great idea!
But, instead of a competitive game, why don't turn it in a collaborative game?
If you followed a smart point of view (and not a mark pov), wrestlers, i mean players, should aid one another to make the match the best possible.
The game would revolve then more in the "create a cool storyline and make this the greatest feud ever" area than in "kick some ass".

But, probably, you should have to divorce from 4e, cause it won't support this experience.

Suleman
2008-12-28, 08:27 PM
Huh, if the Powerbomb is a level 1 maneuver, I don't want to know what a level 20 move is. Though the Powerbomb is pretty basic, it should also be a bit more... epic. Unless, of course, you're not gonna rank the different wrestling moves and are instead going with more general stuff like, say, merciless submission and so on.
I'd like to see a reflavorable finishing move. Now, how to implement it, that's the problem. There could be some kind of way to gather heat from the crowd, which would then unlock the possibility to use a finishing move. Dailies wouldn't work as finishers, in my opinion.

zerombr
2008-12-29, 05:27 PM
i think it's a fun idea! I dunno beans about 4E, but so far things are coming along nicely, I like the idea from a mark's PoV simply because in this aspect of the game, it's all real, and that's half the fun (second truth:What we concieve to be real)

With my limited knowledge of the system, I can only state some of the obvious, such as Finishers should only be used when someone's been bloodied.
- A good 1/day move would be a slam/drop that involves an outside weapon, such as...say oh, a powerbomb onto a chair.
- Most wrestling games I've played have the char archtypes of Balanced, Grappler, Brawler, Charismatic, and Speedy. For Balanced, look for inspiration from Spycraft 2.0, in the ability to occasionally select class abilities from other classes
- Naturally there'll have to be feats to increase pinning chance, submission, and whatnot, that seems simple enough, even 3.5 Weapon spec for favored moves, and signature moves. In keeping with the theme of matches, Finishers should be 1/encounter, being as an encounter should be a match.
- I suggest heroic archtype...what is it called, paragon? that would be the classic house clearer style, that'd be able to apply finishers to 'run-in' enemies with prejudice.
- Power bomb may be placed a bit low, and in speaking of it, standard drops should be at will, at least from a grappled position, otherwise it degrades into punch/kick which certainly can happen. may I suggest a feat/class ability that lets you select a few of your moves, giving them the chance to stun?

i'm interested in trying this out, after it gets ready to playtest, I'd love to try it out...as long as someone walks me through 4E

Vic_Sage
2008-12-29, 06:22 PM
OOOOOOOOOOOOO! THIS AWESOME! Any way I can help let me know. I can't wait till this is done and I can spring the majesty of H Tizzle (http://www.youtube.com/watch?v=8T050N6yx8M) on my friends. OOOO Or even Scorpio Sky! (http://www.youtube.com/watch?v=9n4KnvmVfuk)


Okay, it might just be the Vader mark in me but the Powerbomb has pretty much all ways a move that either

A.) Signals the end of the match (Lets pretend the time Hogan no sold the Vaderbomb doesn't exist) and was the move that led to the One Two Three

B.) Its the turning point of the match due to a face/technico gaining either a burst of fighting spirit and beating back the hell/rudo or the Heel/Rudo countering said fighting spirit with said move.

RTGoodman
2008-12-30, 03:04 AM
Man, I'm glad I happened to catch this - I didn't get any replies for a while, and I thought I should just let the idea die. Now I'll probably do a bit more work on it.


Great idea!
But, instead of a competitive game, why don't turn it in a collaborative game?

That deviates a LOT from what I'm trying to do, which is exactly the opposite of what we're talking (i.e., from a "mark" point of view). It's just like zerombr said - having it be "real" is a lot more fun and makes more sense.


Huh, if the Powerbomb is a level 1 maneuver, I don't want to know what a level 20 move is.

Well, my plan was to not go much higher than Level 3-5 or so, meaning things never get TOO complicated. Higher-level moves would just be more elaborate, damaging versions (i.e., you could have a low-level Elbow Drop that does moderate damage, but then as a high-level move have something like The People's Elbow).


I'd like to see a reflavorable finishing move. Now, how to implement it, that's the problem. There could be some kind of way to gather heat from the crowd, which would then unlock the possibility to use a finishing move. Dailies wouldn't work as finishers, in my opinion.

That's the plan, which hasn't been finished yet. A wrestler's Finisher would be a Daily (or maybe Encounter) move that he selects via a feat, and then he can use it during a match only once he's used Pump the Crowd to get them on his side and the opponent is bloodied. I don't know the exact mechanics yet, but that's SORTA the idea.



- A good 1/day move would be a slam/drop that involves an outside weapon, such as...say oh, a powerbomb onto a chair. -Weapon stuff will be on the way.

- Most wrestling games I've played have the char archtypes of Balanced, Grappler, Brawler, Charismatic, and Speedy. For Balanced, look for inspiration from Spycraft 2.0, in the ability to occasionally select class abilities from other classes -Yeah, but four classes made it easy for me. I don't know what Spycraft is, though, but I'll take a look into it.

- Naturally there'll have to be feats to increase pinning chance, submission, and whatnot, that seems simple enough, even 3.5 Weapon spec for favored moves, and signature moves. In keeping with the theme of matches, Finishers should be 1/encounter, being as an encounter should be a match. -Yeah, feats will be used for giving bonuses, but not necessarily giving new options. That's sort of the 4E design philosophy. Some will be straight out of the 4E PHB, but some (like Dirty Fighting) will be new.

- I suggest heroic archtype...what is it called, paragon? that would be the classic house clearer style, that'd be able to apply finishers to 'run-in' enemies with prejudice. -At the last level or two, a Wrestler will get to choose one of a couple of "Paragon Paths" - Hardcore Master, Fan Favorite, etc., that correspond with their original class choice. I just don't know exactly when, yet, since I don't know how many levels the whole thing will be.

- Power bomb may be placed a bit low, and in speaking of it, standard drops should be at will, at least from a grappled position, otherwise it degrades into punch/kick which certainly can happen. may I suggest a feat/class ability that lets you select a few of your moves, giving them the chance to stun? -Stunning is a pretty harsh condition, which is why it's only in Daily and/or Encounter moves. Each move, though, will have some condition or other that it gives, so don't worry about that.

i'm interested in trying this out, after it gets ready to playtest, I'd love to try it out...as long as someone walks me through 4E -Well, we can certainly do that. It won't be ready for a while, but when it is we'll do up a few sample wrestlers and have a few practice matches.

Replies are within the quote to save space.


I'll be back to this at some point, probably working on feats next, but it may be a while. Keep an eye out, though.

zerombr
2008-12-31, 04:44 PM
Allow me to elaborate on what I said about stunning. the moves you select as signature moves, using class skills or feat work, whatever, are the only ones that can lead to stunning, except for possibly some high-flying or weapon based moves.

It is agreed that stunning would be quite powerful in this setting, effectively giving you at least 1 free round of smackdown on an opponent. One might suggest that to do your finisher, the opponent must be stunned? Then again that is more a matter of game mechanics...