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    RTGoodman's Avatar

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    Default [4.x] Are You Ready to Rumble? - Wrestling RPG (PEACH)

    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.
    Last edited by RTGoodman; 2008-11-10 at 07:01 PM.
    The Playgrounder Formerly Known as rtg0922

    Homebrew:
    "Themes of Ansalon" - A 4E Dragonlance Supplement
    Homebrew Compendium

  2. - Top - End - #2
    Troll in the Playground
     
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    Default Re: [4.x] Are You Ready to Rumble? - Wrestling RPG (PEACH)

    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.

    Spoiler
    Show

    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.

    Spoiler
    Show


    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-WillMartial, 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-WillMartial, 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.

    Spoiler
    Show


    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.

    Spoiler
    Show


    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.

    Spoiler
    Show


    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.

    DailyDirty, 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.

    The Playgrounder Formerly Known as rtg0922

    Homebrew:
    "Themes of Ansalon" - A 4E Dragonlance Supplement
    Homebrew Compendium

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    Default Re: [4.x] Are You Ready to Rumble? - Wrestling RPG (PEACH)

    Wrestling Feats


    Coming soon...
    The Playgrounder Formerly Known as rtg0922

    Homebrew:
    "Themes of Ansalon" - A 4E Dragonlance Supplement
    Homebrew Compendium

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    Default Re: [4.x] Are You Ready to Rumble? - Wrestling RPG (PEACH)

    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.
    Last edited by RTGoodman; 2008-11-10 at 07:00 PM.
    The Playgrounder Formerly Known as rtg0922

    Homebrew:
    "Themes of Ansalon" - A 4E Dragonlance Supplement
    Homebrew Compendium

  5. - Top - End - #5
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    Default Re: [4.x] Are You Ready to Rumble? - Wrestling RPG (PEACH)

    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.

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    ElfMonkGuy

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    Default Re: [4.x] Are You Ready to Rumble? - Wrestling RPG (PEACH)

    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.

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    Default Re: [4.x] Are You Ready to Rumble? - Wrestling RPG (PEACH)

    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

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    Default Re: [4.x] Are You Ready to Rumble? - Wrestling RPG (PEACH)

    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 on my friends. OOOO Or even Scorpio Sky!


    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.

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    Default Re: [4.x] Are You Ready to Rumble? - Wrestling RPG (PEACH)

    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.

    Quote Originally Posted by StormingMarcus View Post
    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.

    Quote Originally Posted by Suleman View Post
    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).

    Quote Originally Posted by Suleman View Post
    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.

    Quote Originally Posted by zerombr View Post
    - 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.
    The Playgrounder Formerly Known as rtg0922

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    Default Re: [4.x] Are You Ready to Rumble? - Wrestling RPG (PEACH)

    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...

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