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Posted: Fri Jan 04, 2008 3:03 am
if BWL is going to live on, i need more people. please ask me any questions you may have about BWL.
for starters, BWL stands for Barton Wrestling Leauge and is ment to be a "farm" brand. it's ment to give people a chance to test new gimmicks and moves. it's also a dice-based RPG where everything is controlled by dice rolls.
i'll now open the floor to questions.
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Posted: Fri Jan 04, 2008 3:23 pm
I actually want to join, but never understood the whole dice-roll concept. It looks fun and gives everyone an equal chance to win, within their characters limit. Will an example thread be made to show how the whole battle sequence works?
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Posted: Fri Jan 04, 2008 6:27 pm
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Posted: Sat Jan 05, 2008 7:19 am
I ust found the dice rules from the old BWL, I guess it could be useful for everyone here
4 sided: high risk moves-roll one of these die. even is a success, odd is a botch
6 sided: pin counter-must roll 2 of these dice. if the total of the two numbers is even, you successfully kick out of the pin. if the total is odd...well...you don't kick out. you are allowed three tries to kick out.
8 sided: counter a submission-must roll five dice, must have four successes of 4 or higher. you are allowed three tries to kick out. 10 sided: high impact moves-(ddt's, piledrivers, power bombs, ect.) roll four dice, must have two successes of 4 or higher. clotheslines are discretionary, that means it's up to you if they hit or miss, but if all are missed, watch out ><
12 sided: submission move-must roll five dice, must have three successes of 4 or higher
20 sided: pin-even is a success, odd is a botch. *inspired by timhaynie: roll one of these dice to successfully win a ladder match. same rules still apply*
Interference: if you wish for a friend to interfer in your matches then you must make this roll. for a successful interference not see by the ref you must roll 4 12-sided dice getting two successes of 3 or higher. if you botch this roll, you will be caught and your friend will be DQ'd.
to interfer like a distraction, 3 12-sided with the same successes needed.
make your own finisher!: a dice roll for your finishing move. OK, this is how it will work, you can use any number of dice of any size 4 sided to 20 sided (100 sided are not allowed). 1's cannot be part of the success, you must post the rules of your finisher in your match before you do it or it will be an auto botch, you must post your finisher dice in your profile
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Posted: Fri Jan 11, 2008 11:29 am
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