12/8/08

More SSBB Stuff

So I had this great idea at work.
In SSBB Cards, the main focus of your turn will be "Exchanges" of attacks.

In an exchange, each player has a number of dice. Characters with faster attacks get more, but deal less damage.

So you roll your dice (d6s), and so does your opponent. 1s are lost and give you Risk, 2s-5s are rerolled, and 6s remove a die from your opponent's roll and are rerolled. Keep track of 6s, as most special attacks and such require a running count.

Keep going until one or the other runs out of dice. The remaining dice on the winner's side translates into Damage (based on how strong VS fast the character is).

In addition to Damage, there's also Knockback. But regular attacks don't deal Knockback, special attacks do. And this is where the cards come in.

Unlike most cardgames, there won't be turns. Well, there'll be turns, but not "Jake's Turn" then "Alex's Turn". Instead, players will act more-or-less simultaneously. Turns will be structered into "Phases" in which players take turns doing... stuff. This'll be determined by passing Priority (who can do something right now).

When all players pass in a Phase, move to the next Phase. On each turn, a single player has "Initiative". This mainly states that he gets first Priority in each Phase. It may also affect quick attacks and movement things and such, or maybe who gets items. I'm not sure.

So, the Phases:
Setup (Draw cards, and deal out items and environmental hazards.)
>
Pre-Exchange (Use Pre-Exchange items and special abilities to prepare for the Exchange.)
>
Exchange
>
Post-Exchange (Use Post-Exchange items and abilities. Deal with any consequences of the Exchange (especially potentially getting knocked out of the ring (or potentially recovering).)
>
Clean Up (Discard cards, items, and environmental hazards.)

And that's it for tonight.

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On the RP side of things, I'm envisioning a competitive, Gamist game. The GM maps out levels on graph paper (right to left, up and down) similiar to those shown in SSBB. He then buys Enemies and Hazards out of a point budget. And then the characters run through the gauntlet.

And characters don't level up. Instead, based on the diffuculty of the challenges over come, they get some sort of currency. They spend these to get Stickers. These Stickers are either limited use abilities, at will abilities, or static bonuses.

In addition, GMs can put certain Stickers up for stake for defeating challenges above and beyond the normal.

Think Beast Hunters, kind of, with Stickers instead of Tattoos. Maybe...

Anyhow, tell me what you think!

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