Super Smash Bros. ARENAThe RTD WELCOME WELCOME all to my umpteenth project that will ultimately be dropped in favor of my Mario games! This is for me to practice branching out a little. I've seen the success of Monk's, TCM's and other arena RTDs and wanted to start one of my own!
But what would I do for it? Vanilla arena combat seemed boring. Since I'm the Nintendo game guy, I figured it's probably a totally great idea to do an Arena RTD based on the Super Smash Brothers series.
Now, there's a twist here: you don't create your character and you don't play as yourself. Instead, you pick a character who has played a major or semi-major role in any major or semi-major game on a Nintendo system up until the end of the Gamecube era. This does limit your options, but I'm going to be lenient with the choices. Underpowered characters will not necessarily stay that way for a long time.
We're using the standard system here:
1: Critical failure
2: Failure
3: Partial success
4: Success
5: Great success
6: Critical success/overshoot
Each characters has a base damage for their attacks, depending on their weapon and other factors. The base damage might be something like 1d8 (general base damage), 1d12 (base damage with an iron sword) or something else entirely. Some characters have multiple methods of attacking, each with a different base damage.
When a character makes a combat roll, they roll an attack roll and their target rolls a defense roll. If the defense roll is equal or higher to the attack roll, the attack does nothing or misses. If the defense roll is less than the the attack roll, the damage they do is multiplied by the difference.
For example, a character with base damage 1d8+1 rolls a 5 on their combat roll their attack roll and their target rolls a 3 on defense. 1d8+1 will be rolled, and the result is 4+1 or 5. Since the difference between 5 and 3 is 2, 5 is multiplied by two, so the attack does a total of ten damage.
When a natural 6 is rolled on an attack roll, penalties are applied as well, such as a broken arm. Some of these penalties are permanent, but some of them wear off after a while. When a 6 is rolled on defense, the opposing attack is always a miss, regardless of the attack roll.
Characters in this RTD do not have HP - rather, they have a damage capacity. When the damage they have taken equals their damage capacity, every successful attack on them has a 50% chance to knock them out of the arena. When they've reached 200% of their damage capacity, one single successful attack will knock them out of the arena without fail. Other things can damage a character but not knock them out of the arena.
Every character has a couple abilities at the start of the game, along with possibly some equipment and items. It is not possible for a character to directly alter their abilities - rather, new equipment and items can permanently or temporarily change them or give them new ones.
Some abilities are Active Abilities, as noted in their description. These must be used voluntarily to take effect. Some can only be used once every few turns.
Any two items can be combined together at any point. 1d6 is rolled when two items are combined. The result will determine how well the items were combined, and what the final item will be.
Every character can make one major and minor action per turn. Major actions include combining items, attacking, pulling a lever... anything that requires effort and concentration. Minor actions include moving to a different area, asking the crowd for help, and so on. It's not required that a major and minor action both be taken per turn. A major action can be substituted for another minor action.
With all that out of the way, here's the SIGN UP SHEET:
Player name:
Character:
Yeah, that's all there is. I'll be taking the first five applicants to submit a valid character. Everything else will be determined based on the character. Hoorah for more work on my part.
New waitlist:
-Toaster
-empfan
-Grimmjow6th
-Luke_Prowler
-Dwayna DragonFire
-BullDog
Let the smashing BEGIN!