D20 Wrestling

Genysys

First Post
OK, I admit it. I like wrestling. Call it a male soap opera if you want, or fake. I don't care. It keeps me entertained. Would anybody on these boards be interested in helping with a D20 wrestling game? Call me sick, but I kinda wanna see this happen. I have some basic ideas, but if anyone has the desire to help out, just lemme know.
 

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Check ENWorld's main page....there is one coming out.


EDIT: I checked the promo and well...I dont know. Just doesnt seem to capture the feeling...at least the way I see it.

Way back in '86 me and some friends designed a game around wrestling (when we were in high school). Played it for quite some time and had several (lots) of peeps involved. Havent thought about converting it to d20 but we might some day I guess.
 
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I think I agree. It doesn't really capture the feeling right.
Well, I have some bare bones stuff I can post if anyone is interested. Unfortunately, the only way I could see it was by a class- and level-based system.
The Brawler- Fists and boots are his specialty.
The Grappler- Dangerous locks and Submissions.
The High-Flyer- Leaping and bounding (Striding and Springing??).
The Martial Artist- Well-placed kicks and Chops.

Am I really missing any 'type' of wrestler?
Well, I mean besides heel and face, which will probabaly be templates or feats, I haven't decided yet.
 

Grazzt said:

Way back in '86 me and some friends designed a game around wrestling (when we were in high school). Played it for quite some time and had several (lots) of peeps involved. Havent thought about converting it to d20 but we might some day I guess.

Peeps? Or do you mean Preps?
 


Genysys said:
I think I agree. It doesn't really capture the feeling right.
Well, I have some bare bones stuff I can post if anyone is interested. Unfortunately, the only way I could see it was by a class- and level-based system.
The Brawler- Fists and boots are his specialty.
The Grappler- Dangerous locks and Submissions.
The High-Flyer- Leaping and bounding (Striding and Springing??).
The Martial Artist- Well-placed kicks and Chops.

Am I really missing any 'type' of wrestler?
Well, I mean besides heel and face, which will probabaly be templates or feats, I haven't decided yet.

Heel/Face would be "alignment" (at least that is the way we set it up oh so long ago).

Yeppers- if you were gonna do d20 wrestling using a classed system (our original system was skilled-based with skill packages like Dangerous Journeys for example), those would be the classes to start with: Brawler, Technical/Grappler, High Flyer, Martial Artist.

Also- not knocking the game I saw on the site/promo, but I emailed one of the guys about it and they are not including rules for effects the crowd would have on a wrestler. That almost seems like a given in a wrestling game, does it not?

Ours (in 86) was probably the Rolemaster version of wrestling (though combat was quick and fluid), but it had a lot of details and dice rolling.

Hell, we had rules for Ring Rust (when a wrestler is out for more than a month, he suffers penalties to his skills until he can shake the effects), broken bones, serious injuries, etc.

We even had a fictional league we played in. Basically that league was ECW before ECW was ever around (lots of gimmick matches, chairs flying, suicide moves, etc.) Great stuff. :)
 
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Classes

Note- the sytem goes with two bas attack bonuses-
base striking bonus and base base grapple bonus, explained by the fact that certain wrestlers are better at striking than grappling and vice versa. I'm going to use the VP/WP, Defense bonus, and Reputation similar to the SWD20 system.

The Brawler
The Brawler is a wrestler that relies on devastating kicks, punches, and back-breaking grapples. He gives and takes no quarter. Brawlers tend to be reckless, very rarely planning their offense, and even less often planning defense. Their drive and determination are legendary. Think carefully before signing a match with a Brawler.

Game rule information-
Brawlers have the following game statistics.
Abilities: Strength is very important for a Brawler, because so many of their attacks and offense is based on strength. Constitution is also very important, giving the Brawler bonuses to ther VP, and allowing them to outlast many opponents.
Alignment: Brawler naturally gravitate towards Heel, as they tend to almost completely merciless.
Vitality:D12
Class Skills
The Brawler's Class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str), and Perform (Cha).
Skill Points at 1st level: (2+Int mod) x 4.
Skills at each additional level: 2+ Int mod.

Level BGB BSB Def F R W Rep Special
1 +0 +1 +2 +2 +0 +0 0 Bonus Feat
2 +1 +2 +2 +3 +0 +0 +1 Determination +2
3 +2 +3 +3 +3 +1 +1 -
4 +3 +4 +3 +4 +1 +1 +1 Thunderous Blow
5 +3 +5 +3 +4 +1 +1 - Bonus Feat
6 +4 +6 +4 +5 +2 +2 +1
7 +5 +7 +4 +5 +2 +2 -
8 +6 +8 +4 +6 +2 +2 +1 Determination +4
9 +6 +9 +5 +6 +3 +3 -
10 +7 +10 +5 +7 +3 +3 +1 Bonus Feat
11 +8 +11 +5 +7 +3 +3 -
12 +9 +12 +6 +8 +4 +4 +1
13 +9 +13 +6 +8 +4 +4 -
14 +10 +14 +6 +9 +4 +4 +1 Determination +6
15 +11 +15 +7 +9 +5 +5 - Bonus Feat
16 +12 +16 +7 +10+5 +5 +1
17 +12 +17 +7 +10+5 +5 -
18 +13 +18 +8 +11+6 +6 +1
19 +14 +19 +8 +11+6 +6 -
20 +15 +20 +8 +12+6 +6 +1 Bonus Feat, Determination +8

Class Features: The following are the class features of the Brawler Class.
Bonus Feat: At 1st level and every 5th level after that, the brawler may take a bonus feat, as long as he meets the prerequisites and that feat appears on this list: Alertness, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Expertise (Improved Disarm, Improved Reversal, Improved Trip, Quick Finisher, and Whirlwind Attack), Finesse, Improved Initiative, Match Focus, Move Focus (Finisher Quick Finisher, Signature Move), Power Attack (Improved Bull Rush), and Quick Strike.
Determination: The listed bonus applies to any checks that the Brawler makes to resist going unconscious (for example, a submission hold, or a critcal hit with a chair).
Thunderous Blow: At 4th level, the Brawler improves his critical range with his choice of unarmed strikes. This doubles his threat range. For example, an unarmed strike typically has a threat range of 20/x2. After applying Thunderous Blow to Unarmed Strike, the threat range is now 19-20/x2. This does not stack with Improved Critical.


How's this sound? If it's alright, I'll post the Grappler next.
 
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Sample Grappler

A Sample Grappler Aka Bradshaw from the WWE.

Bradshaw, Male Brawler 14, Face, VP/WP 120/17, Init +4, speed 30, Def +7, Atk (Grap) +13, Atk (Stri) +17,SA Thunderous Blow (Boot from Hell, 19-20/x2) SQ Determination +6, SV F+12, R+5, W+3, Str 17, Dex 13, Con 17, Int 11, Wis 9, Cha 12.
Skills and Feats: Bluff +6, Climb+8, Intimidate +14, Perform +12
Improved Intiative, Match Focus (Hardcore), Match Focus (Tag Team), Move Focus (Clothesline From Hell), Move Focus (Powerbomb), Finisher (Clothesline from Hell), Power Attack, Signature Move (Boot From Hell).
 

Interesting stuff. We basically did our version using a weardown system comprised of stamina and Health. Stamina was burned to execute moves and you took it as damage when you were hit.

Once it hit zero, ya took health damage (criticals and weapons dealt damage directly to health). Kinda worked along the lines of the Hero system...more or less.
 

That sounds pretty good. I think I might decide that moves cost a certain amount of VP, depending on how powerful it is. For example, a powerbomd could cost 8 VP, while a simple chop or standing side kick could cost 1 or 2 VP. How does that sound?
Really simple moves like a punch or kick wouldn't cost a thing.
 

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