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hPwF Dice Rules
Attack Dice - 2d70
Championship Attack Dice - 2d75
Signature Move Dice - 2d75
Champion Sig. Move Dice - 2d80
Reversals - 2d70
(For all,including champs, 3 per match unless otherwise
stated.)
Pin Dice - 1d70
KickOut Dice - 1d70
(There are signature dice pins/kickouts provided
that you did not use your sig. move dice roll during the match)
Note
There are MUCH more dice rules involved,such
as a momentum roll, interference, foreign-object roll, etc. These are
outlined fully in the "hPwF:Rules and Regulations" that is sent
out to you if you are accepted into the hPwF. If you have any questions
regarding some of the other rules, please use the contact information
below.
Dice Chart
(This chart is used in all matches. Note that numbers
beyond 75 are only used in special situations.)
1-14 - 0
15-19 - 1
20-29 - 2
30-39 - 3
40-49 - 4
50-59 - 5
60-69 - 6
70-79 - 7
80-89 - 8
90-99 - 9
100 - 10
hPwF Titles include
the hPwF World
Heavyweight Championship Title, the hPwF
Intercontinental Title, the hPwF
Tag Team Championship Titles, the hPwF
World Women's Title,and a few others. Most singles matches employ a 'PR'
(pin roll, accumulated by damage taken from the point system used with
dice) and are turn-based. Starting with an "init" roll of 1d6
(this can vary for different types of matches such as a triple threat),
the highest roll goes first and then the two wrestlers take turns typing
a descriptive move and then rolling their attack dice, this continues
until a PR is reached and one wrestler may be pinned or forced to submit
(or whatever depends on the way to win the match.), different matches
have different methods to win,so be sure to listen to what they are. There
are many rules and regulations in the hPwF, but the simple line is that
we try to provide fun for RPing in a 'realistic' sort of way online,with
no screwjobs or corrupt members (especially those 'presidents' who always
give themselves title shots). We believe strongly in fairness...and that's
how things are and will always be.
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