Well, if the KO stuff is too powerful, then either forget about it or up the defensive powers to compensate.
2Y Lottery Ticket (Equip) - You may only equip this item when you are in a match against an opponent that is your Tier/Rank or higher. If you win the match, you gain 4 additional yen. Regardless if you win or lose the match, Lottery Ticket is expended. The extra yen is not gained if you won the match directly through disqualification on your opponent’s part, but in that case you do not lose the item. Only one Lottery Ticket may be equipped per match.
2Y Potion of Healing (Expendable) - Expend to gain 1 SP.
2Y Yellow Card (Expendable) - In a standard match, your opponent loses 1 flag, turning it neutral (although you cannot gain a flag in this manner). In a speed match, your opponent loses 1 flag (this cannot reduce him to a negative amount of flags).
3Y Bomb (Expendable) - You may expend this item in conjunction with generating a move. Your move this round deals 1 extra damage if successful (This damage may be converted to LP damage, as per normal).
3Y Book of Tactics (Expendable) - You may expend this item to generate an additional move in a round to choose from, discarding the move not chosen (if in a standard match) or discarding a move of your choice from your hand (if in a strategy match).
3Y Lucky Katchina Doll (Equip) - You may only equip this item if your rank is 1 rank away from going to the next lower tier. If you lose a normal match with this item equipped, you may expend this item to not lose any ranks.(although your win/loss record still changes). This item has no effect in a death match.
5Y Fake Black Belt (Equip) - You may expend this item after judgement is made on your first successful attack in a battle to deal 1 extra damage (This damage may be converted to LP damage, as per nromal).
5Y Medal of Victory (Equip) - You may only equip this item when you are in a match against an opponent that is your Tier/Rank or higher. If you win the match, you gain 1 more additional rank than normal. Regardless if you win or lose the match, Medal of Victory is expended. The extra rank is not gained if you won the match directly through disqualification on your opponent's part, but in that case you do not lose the item. Only one Medal of Victory may be equipped per match.
5Y Potion of Greater Healing (Expendable) - Expend to gain 2 SP.
5Y Red Card (Expendable) - In a standard match, your opponent loses 2 flags, turning both neutral (although you cannot gain a flag in this manner). In a speed match, your opponent loses 2 flags (this cannot reduce him to a negative amount of flags).
6Y Thieve's Gloves (Expendable) - Expend to steal one item valued 5Y or less belonging to your opponent. The item goes to your main inventory list.
6Y White Flag (Expendable) - You may expend this item as you give up the match. Your opponent advances ranks as normal, although you do not lose any ranks (although your win/loss record still changes).
10Y Martyr's Relic (Equip) - Has mysterious properties.
10Y Purse (Equip) Allows you to equip 2 additional items. Purse takes up one equipment slot as per normal. Only one Purse may be equipped at a time.
well.. let me give you a link to FightClub and specificly the YB2.0 rules and also while yer in FightClub check out our newly written rules for YB3.0 that we'll start if we can get more intrest!
The rules look much as they did before. I had a lot of ideas for how YB needed to move. I can share those again, I suppose. But...
To the rules for YB3.0 and thoughts and comments: http://www.enworld.org/forums/showthread.php?t=71025
Some things here are not to my liking. I feel that if life-points are to be added into the game, then they need to be something that is handled a bit more 'elegantly' -- in other words, that segment of the game needs to be non-judgemental. The generator can have certain key-words that generate life-point damage and total it for the move generated. No matter if you won or lost a round (to capture or lose a flag), the life point damage can be taken into consideration. I would also not make it such a low number. Perhaps up to 3 points per tier (and this can vary depending on the path chosen); I would also cap this at say... 20 points.
Additionally, since the life points can (and in my estimation, should) be generated from the move generator automatically, then a defensive number can also be generated... thus, if my move happens to be:
"The tsunami seeks underneath the glade; protects against the blood of the isle!"
And the generator is using "tsunami" and "blood" both as as offensive words, and has "protects" listed as a defensive word; then the total text of the move might read:
"The tsunami seeks underneath the glade; protects against the blood of the isle! (2/1)"
Indicating that the move deals 2 damage, and protects against 1 damage. I would have more defensive words tagged than offensive words, just to ensure you do not need so many life points that the game needs a calculator. For the generator, this is a trivial thing, as the generators were already modified once to handle additional Yen.
Then, after the judge ranks the moves (and in some variations of the game, the description of the move) the winner of a round can deal from +1 to +2 damage (depending on the amount the judge feels the move exceeds the losers). The winner captures a flag (or causes the loser to lose one)... and the life points are kept track of seperately.
Just my thoughts.
Additionally... I would have the tiers spread the abilities out further and add more tiers. The idea that you have to gain three-plus abilites each tier can be intimidating for a new player. After all, they just won 1 match, and now they have rules for several new elements they need to learn. Keep the number of abilities down a bit at each tier, and add to the number of tiers available. Also, grant them choices at each tier... and for god's sake, bring back the belt colors!
Now, as far as loosing tiers... I would borrow a concept from the league rules for Circus Maximus. This is an old Avalon Hill chariot racing game. In that game, you earned "eggs" and "dolphins" each time you were the first to complete a turn (eggs for the first turn, dolphins for the second turn), and you earned Medalions each time you won a race. These combined in interesting ways to allow you to improve your racing team.
Now, I would have two measures... one is for victories (call this one something appropriately oriental like "Meiyo" which is the Japanese word for Honor) and the other will be for losses (call this one something appropriately oriental as well, like "Fumeiyo" which is the Japanese word for Dishonor).
Now...
If you fight a match and you are victorious, look at your current number of Fumeiyo points. If Fumeiyo is currently 0, then you gain +1 Meiyo point. If, however, Fumeiyo is greater than 1, then it is reset to 0 and you do not earn +1 Meiyo point.
If you fight a match and lose, and you are not a Novice... then you earn +1 Fumeiyo point. If you ever have more Fumeiyo than Meiyo... then Fumeiyo is reset to 0 and you lose -1 Meiyo point.
Putting all of this together... you currently you have one of the YB3 tiers on the message boards listed as:
Neutral
Tier 0: Novice
Warrior
Tier 1: Signature Location, Personal/Dojo Style, Signature Style, Quick
Study
Tier 2: Signature Style, Personal/Dojo Style, Fist of Fury
Tier 3: Signature Style, Personal/Dojo Style, Great Style
Using the notes I have listed above, I would change this to:
Neutral
Tier 0 (Meiyo=0, Life=1) White Belt: Novice
Tier 1 (Meiyo=1, Life=3) Green Belt: Signature Location -or- Signature Style
Warrior
Tier 2 (Meiyo=2, Life=6) Blue Belt: Signature Location -or- Signature Style
Tier 3 (Meiyo=4, Life=9) Yellow Belt: Signature Location -or- Signature Style
Tier 4 (Meiyo=8, Life=12) Orange Belt: Dojo, Dojo Style
Tier 5 (Meiyo=12, Life=15) Red Belt: Personal Style
Tier 6 (Meiyo=16, Life=18) Black Belt: Fist of Fury
Tier 7 (Meiyo=20, Life=20) Master: Great Style
Here you have all of the standard stuff, plus Dojo at Tier 4. Once you reach Tier 4, you have the option of starting a Dojo. I would make a Dojo cost a relatively large number of Yen to open. Once opened, the Dojo Style is the ability to, at the start of a match, select a Signature Style from any of the students of thier Dojo and treat it as a signature style for that match.
In return, and thus outside of the tier structure, all of the members that join the Dojo should gain a Dojo Location (treated as a common Signature Location for all of the members of the dojo). Joining a Dojo can have any requirements that the owner of the Dojo wants it to have. Once you have a Dojo, the only way to lose it is to drop below Tier 4. It can be sold, if you wish, so that it does not fold when you drop rank, but it needs to be sold to someone that is qualified to run it -- i.e.: at least tier 4.
Fighter Registration:
http://www.enworld.org/forums/showthread.php?t=2382
This is a good thing. they were starting this just as I left the game. Good to see it continue.
hope to see you soon!
Maybe. I have to convince myself that a few of the people that I somehow offended back then would not mind my presence... and know that the game is still the fun, rather oddball thing it used to be.
K. David Ladage
"It is always easier to beg for forgiveness, than it is to ask for permission." - VAdm. Grace Hopper
The generator can have certain key-words that generate life-point damage and total it for the move generated. No matter if you won or lost a round (to capture or lose a flag), the life point damage can be taken into consideration.
Additionally... I would have the tiers spread the abilities out further and add more tiers. The idea that you have to gain three-plus abilites each tier can be intimidating for a new player. After all, they just won 1 match, and now they have rules for several new elements they need to learn. Keep the number of abilities down a bit at each tier, and add to the number of tiers available.
Also, grant them choices at each tier... and for god's sake, bring back the belt colors!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.