BigglesWorth
Smash Apprentice
*Warning: Pretty much everything is long paragraphs or lists. TL; DR Everywhere! Don't read, if you don't like reading.*
Intro:
Intro:
This isn't entirely serious. It's merely the result of a thought I had. I wanted to see what a ruleset would look like that encourages the greatest overall skilled player to win; not entirely dependent on counterpicking or the composition of the participants in the bracket. I also thought about how to give Doubles it's own format so to emphasize consistently working as a team being the factor for winning other than just running up a bracket. I wanted to think about a ruleset that creates a "mutually assured destruction" state between players in such a way that the most efficient way for players to win sets is by maximizing the amount of neutral matches they have. I also wanted the most diversity in tournament sets I could think of without compromising the other ideals. Finally (most of all), I wanted these ideas put together to create the most streamlined tournament experience that could be achieved while maintaining all the features. This isn't necessarily a suggestion (I know there's going to be at least one "NO WAY IN HELL" reaction *sigh*. I am not arrogant enough to say that this ruleset accomplishes the previously mentioned goals or that those goals are what the community even really wants in their scene. I am just saying my intent and leaving it up to you to see if you think it accomplishes that. Please, remember this format is completely put together from all parts. If you just don't like one thing, you need to see it as a part of the whole. I am serious. You may say after reading one part, "THIS IS STUPID" and then realize the other format changes make it work. So yeah. Thinking about what a more player skill focused ruleset has given me some interesting perspective: which is why I am sharing it. I hope it is a fruitful venture for someone else. Have fun.
Bennigan's Ruleset
- Doubles: Modified Mass Swiss of 3/5 matches.
- Singles: RR Pools > Double Elimination Finals Seeded by Modified Score
- All Sets are Flex Sets (2/3 unless a 1-1 situation occurs and it becomes 3/5).
- 4 Stocks. 6 minute timer.
- "BenSR" Bennigan's Stupid Rule: You can not counterpick a stage that has already been played on.
- Characters are selected before stage striking and counterpicking.
- Double Blind is allowed at a certain point in the set and allows either player to elicit a third party to hear a each person’s new character selection and then have them repeat the selection (winner first) varifying if that’s the character they chose.
- Gentleman’s Agreement for legal stages is in effect only at one point in the set. Each player may a make a proposal for what stage to play on as a Gentleman’s agreement and the other player must answer a yes or no to the agreement. Each player (or team) only gets one proposal per set so if the both proposals are rejectied, then the set moves directly into striking.
- Neutral Position Start may be called for during before the start of a match between players. A neutral position start is an agreement that until the invincibility of the characters at the start of the match wears off, both players will move to the opposite sides of the stage without attacking each other and not on platforms. If the invincibility has worn off and both characters are facing each other then match starts; otherwise it will automatically start at 5:50 on the countdown timer. The match resumes normally other than the manual change of position.
- Warm ups (or “Hand Warmers”) are only allowed once at the start of the set and must end by the time the timer reaches 5 minutes counting down from 6.
- Communication by a player who is playing a set with anyone other than a TO for greater purposes other than retrieving a needed object, dealing with a physical handicap, or locating tournament faculty is punishable by a match, two stocks, or disqualification at the discretion of the TO. Coaching between sets (not matches) is permissible, but is not an excuse for tardiness.
- Late shows for people who do not show up to a called set or pool within 5 minutes are considered forfeits automatically. If both players are present and the starting set match does not start after 10 minutes the set or pool was called, all players are considered forfeiting at the discretion of the TO.
- Double Elimination Finals are Seeded (traditional) by Modified Scoring of Pools Matches: 2-0: 6pts, 3-1: 5pts, 3-2: 4 points, 2-3: 2pts, 1:3 1 pt, 0-2: 0 pts.
How sets happen:
- Paper, Rock, Scissors
- Winner chooses the port they wish.
- Looser places their controller in the port with proper priority.
- Winner picks character
- Looser picks character
- Either player may opt to double blind or propose a Gentlemen’s agreement (only applies once and only happens at this point).
- Winner strikes First
- Striking goes 1-2-1 for Melee & 1-2-2-1 for PM
- After match, match winner is locked (when applicable)
- Match Looser chooses their counterpick character
- Match Winner uses their bans (3 for PM and 1 for Melee)
- Mach Looser chooses their stage
- If the previous match winner looses, ruleset switches to 3 out 5 (In Melee=No more Bans)
- Whoever won the first 2 matches or wins 3 matches, wins the set.
Melee Specifics
Bennigan’s Stupid Character Locking (BSCL)
Every participants must register as playing 2 characters for that tournament. A person is locked to those characters for tournament sets (under penalty of forfeiting the match). The winner of a previous match must use their other registered character while the looser of the previous match may choose either of their two characters for their counterpick. This means a player needs to be good with 2 characters in order to do well in tournament.
Bans
There is only one ban and that's by the winner of 1st match to the 1st match looser's counterpick.
Legal Stages
· Battlefield
· Yoshi’s Island
· Final Destination
· Dreamland
· Fountain of Dreams
o Congo Jungle (Doubles Counterpick)
Yes, there is no Pokemon Stadium. Yes, that is intentional. Short answer to stage variety argument: Match variety is more important to this ruleset than stage variety. The idea is that this creates more interesting viable character pairings and greater amount of close to 50/50 matches over all. I may be wrong, but that was the thought process.
Every participants must register as playing 2 characters for that tournament. A person is locked to those characters for tournament sets (under penalty of forfeiting the match). The winner of a previous match must use their other registered character while the looser of the previous match may choose either of their two characters for their counterpick. This means a player needs to be good with 2 characters in order to do well in tournament.
Bans
There is only one ban and that's by the winner of 1st match to the 1st match looser's counterpick.
Legal Stages
· Battlefield
· Yoshi’s Island
· Final Destination
· Dreamland
· Fountain of Dreams
o Congo Jungle (Doubles Counterpick)
Yes, there is no Pokemon Stadium. Yes, that is intentional. Short answer to stage variety argument: Match variety is more important to this ruleset than stage variety. The idea is that this creates more interesting viable character pairings and greater amount of close to 50/50 matches over all. I may be wrong, but that was the thought process.
Project M 3.02 Specifics
Bennigan's Adjusted PM Character Locking
The winner of a first game is locked to the character they won with in the first game. The Looser of the first game may choose from any character. After the 2nd match, character locking is no longer in effect for either player.
Bans
The Winner gets 2 bans at any point in the set.
3.02 Tenative Legal Stages
Layout - Top Row: Doubles Counterpicks Middle Row: Singles Counterpicks Bottom Row: Neutrals
· Neutrals
o Distant Planet
o Pokemon Stadium 2
o Battlefield
o Smashville
o Final Destination
· Singles Counterpicks
o Wario Ware Inc.
o Fountain of Dreams
o Dreamland 64
o Dracula’s Castle
o Green Hill Zone
· Doubles Counterpicks
o Yoshi’s Island
o RumbleFalls
o Skyworld
o Lylat Cruise
o Congo Jungle
I wanted Double Stages that really encapsulated the dynamics that Doubles produce. Giving them a separate list of counterpicks entirely differentiates Doubles as its own format even more. There are a lot of stages that would be fairly problematic as singles but make for really interesting double stages and so I really wanted those in there.
The winner of a first game is locked to the character they won with in the first game. The Looser of the first game may choose from any character. After the 2nd match, character locking is no longer in effect for either player.
Bans
The Winner gets 2 bans at any point in the set.
3.02 Tenative Legal Stages
Layout - Top Row: Doubles Counterpicks Middle Row: Singles Counterpicks Bottom Row: Neutrals
· Neutrals
o Distant Planet
o Pokemon Stadium 2
o Battlefield
o Smashville
o Final Destination
· Singles Counterpicks
o Wario Ware Inc.
o Fountain of Dreams
o Dreamland 64
o Dracula’s Castle
o Green Hill Zone
· Doubles Counterpicks
o Yoshi’s Island
o RumbleFalls
o Skyworld
o Lylat Cruise
o Congo Jungle
I wanted Double Stages that really encapsulated the dynamics that Doubles produce. Giving them a separate list of counterpicks entirely differentiates Doubles as its own format even more. There are a lot of stages that would be fairly problematic as singles but make for really interesting double stages and so I really wanted those in there.
Edits:
-Adjusted the rules to account for the extended counterpick advantage in PM. Character Locking only occurs on the 2nd match.
-the DSR has been changed to BenSR: "A stage that has already been played in a set can not be picked again."
-Clarified language in regarding Neutral Starts and Hand Warmers.
-Changed the Stage list to 15 for PM. Considerations for accessibility and quick counterpicking changed the list.
-2 Bans instead of 3 for PM.
-Finally added tardiness and for not starting a match after being called. You have 5 minutes to show and more 5 minutes to start playing. I would think that would be fair.
-Stage changes involving Dreamland 64, Rumble Falls, and Final Destination.
-the DSR has been changed to BenSR: "A stage that has already been played in a set can not be picked again."
-Clarified language in regarding Neutral Starts and Hand Warmers.
-Changed the Stage list to 15 for PM. Considerations for accessibility and quick counterpicking changed the list.
-2 Bans instead of 3 for PM.
-Finally added tardiness and for not starting a match after being called. You have 5 minutes to show and more 5 minutes to start playing. I would think that would be fair.
-Stage changes involving Dreamland 64, Rumble Falls, and Final Destination.
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