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Hurt and Heal individual, Version4

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Charizard92

Smash Champion
Joined
May 13, 2008
Messages
2,207
Welcome back to the 4th installment of the individual hurt and heal. There are a few rules I must cover:

Attacks: An attack consists of 2 numbers, one that hurts, and one that heals. The maximum amount under normal circumstances is 10 in either direction at the start. Hurting someone means that you take your attack from the target's health, and the heal number replenishes your own. In simple terms, attack hurts people, and heal heals yourself.

Leveling up: In H&Hi 1&2, leveling up was based on EXP. That returns this round. And this time, the max level is 10! In order to level up, you have to gain exp. exp is gained by hitting somebody, so an attack with 10 hurt will net you 10 exp. In order to level up, you must fill out all the Exp. The formula for calculating exp is this:

Exceptions:
If your first attack has NO hurt whatsoever, you get a free Exp point, until you level up or buy a TM. This is to avoid any holes. You still level up really slowly though.

level*10 (ten times your level). This means to hit your max level, you have to accumulate 450 exp.

Once you go up a level, the following happens
1: total and current HP goes up by 10
2: You get a new attack
3: Hurt and heal number goes up by 2 for all your attacks.

Limit of 4 attacks. There are special rules for level 10
1: total goes up by 20 (total HP should equal 200)
2: Hurt and heal number is 20
3: you now get a final smash, more rules once someone reaches level 10

Your attacks:
At the start, you get 1 attack. You get a new attack every time you level up, but you can't get more than 4 moves (Pokemon rip off). To get a new move, you can "forget" an old one, so that you can change your moveset. Once you reach level 10, the only way to lose a move is to visit the move deleter (just pay up and get rid of a move), and then fill that spot with a TM.

Money:
Money works on the inverse of Exp. You gain more money by healing yourself (you get a dilemma, build yourself up, or stock up), and money is the only way to get many things, including TMs.

TMs: these give you an attack. TMs are a bit different from normal attacks. TMs always have an attack total of 10 period, even if you are at level 10. however, they can do cool **** like cause status conditions that you can't do normally. This is the dilemma, do you try to beat everybody down with brute force with natural attacks, or do you play a game of cunning with artificial ones.

Shop: The only way to get TMs and some healing items.

Natural abilities: A new twist (gotcha) is the natural ability. Essentially, this is a passive effect that happens without your consent. These are supposed to be blessings, but you can only have 1.

Note: with abilities like status conditions, select only 1 or 2 status conditions. It is practically impossible to put odds into this game, and that is really the only real way to put them all in.

They can't be overpowered (needs my approval), and you need to make it related to the actual game.

Status conditions:

These are also passive effects, and they are harmful. This time, they are only obtainable via TMs, and last 6 hours. The Old 3 return (Burn: Opponent loses 4 HP per post. Freeze: Opponent can't attack, and Shock: opponent receives halved heal and recoil equal to half their hurt number when attacking), but there are several new ones:

Leech: When you leech an opponent, every attack post, the affected loses 1 hp and you gain 1 hp, like a leech. Color dark green

Paralysis: Finally finding a way to incorporate this, essentially, you lose your hurt ability. You can still heal.

Anger: The inverse of paralysis, this time you can't heal. You can still attack (this makes people easier to attack). Color Dark red.

All status conditions except freeze (which last 3 hours) last 6 Hours. You can only apply 1

Times are:
2:01-10
10:01-6
6:01-2


Staff: Like the last time, staff are around to help out and fix mistakes. They can't play, again.

Minimum is 10, max is 25!

Current roster:

A1lion835
Urza's Rage (it's back, baybe!)
Hurt: 10
Heal: 0
Ability: If attacked, any attack weaker than the health taken will be temporarily boosted 1/1
EXP: 0
Money: 0

Cha0s Finale
Focused Jab
Hurt: 10
Heal: 0
Ability: Immune to Freeze
EXP: 0
Money: 0

Akkon888
Booming Chord
Hurt: 10
Heal: 0
Ability: passively heals self and selected Character 1 HP. Only takes affect once person or affected takes a turn. Money is not gained

Kris121
Attack 1
Hurt: 0
Heal: 10
Passive ability: attacks do 1 extra damage


To mimimum: 6
To maximum: 21

Current staff:
Charizard92

Current TMs:

Blizzard:
Hurt: 8
Heal: 2
Freezes opponent

Note: if you have any Idea for a TM with the following rules, please post your Idea. I am serious, I have no Ideas, post or an important Game element won't show up.
 

akkon888

Smash Journeyman
Joined
Aug 20, 2008
Messages
236
You are right, this is a ghost. I'm being pushed away from this game by lack of specifics. Edit a bit.
 

Cha0s Finale

Smash Cadet
Joined
Dec 6, 2006
Messages
68
Unless you completely nerf Freeze (or get rid of it), I won't be playing this time around. Last Individual H&H came down to who got frozen first and didn't have DP to buy Freeze Heals.

That. Was. Stupid.

Even if it only lasts 6 hours, it's just too **** powerful. Seriously. :urg:
 

Charizard92

Smash Champion
Joined
May 13, 2008
Messages
2,207
OK, Freeze last 3 hours, all others last 6. Oh, and this time Chaos, you can have a passive ability to prevent Freeze, thus semi countering Freeze.
 

A1lion835

Smash Champion
Joined
Jan 7, 2008
Messages
2,844
Location
Lurking the Kirby Social thread with my rock buds.
Hm...sounds cool...but you seem to have made this before H&H 6 was over:mad:!

I'm signing up. Cha0s, since you have ways around Freeze, buddies until the end? That strategy worked pretty good last time;).

And Akkon...I would've been with you too, but you killed yourself >.>

A1lion835
Urza's Rage (it's back, baybe!)
Hurt: 10
Heal: 0

I'll think about my passive ability...

Edit:

Okay, passive. So much for Eagle.
 

Cha0s Finale

Smash Cadet
Joined
Dec 6, 2006
Messages
68
Sure, A1. Sounds cool to me. Looks like I'll join then.

Cha0s Finale
Focused Jab
Hurt: 10
Heal: 0
Passive Ability: Immune to Freeze

If thats not how passives work, let me know. All I know is if there's a way for me to be immune to freeze, the better.
 

akkon888

Smash Journeyman
Joined
Aug 20, 2008
Messages
236
I suppose I'll join. Please edit this more though. Can I also beta test a new attack I was thinking could be implemented into H&HI 5?

Akkon888
Booming Chord
Hurt: 10
Heal: 0
Heal: 0 (Another Character)

Eternal Melody: Passively heals self for 1 health, while healing another person passively permanently for 1 health. No money is gained. (This only takes affect when I or the other person take a turn, not when others do. This also becomes passive once I choose a person.) (Passive)
 

chandy

Smash Journeyman
Joined
Jul 22, 2008
Messages
358
Location
UK
Sorry charizard but I'm oin on holiday so I won't be able to compete agen D:
Btw, can I do the next H&Hi?
 

Charizard92

Smash Champion
Joined
May 13, 2008
Messages
2,207
Haha! Can mine be immune to ALL status conditions?
Errr, no. Only one status condition, so whichever one bugs you the most.

And Akkon, You know what, I'll let you get this ability, but if it turns out to be over powered I'm going to have to axe it.

PS: This time YOU GUYS make the TMs, so start thinking!
 

Charizard92

Smash Champion
Joined
May 13, 2008
Messages
2,207
Err, select only 1, ok. Try not to be overpowered. Akkon's is seemingly not overpowered, but in case it does I'll axe it.
 

akkon888

Smash Journeyman
Joined
Aug 20, 2008
Messages
236
Yeah my intent is not to overpower the buff. But, it will seem overpowered in situations in which my ally (Which I have not chosen yet) and I have to kill a mass. Otherwise it won't make any difference early game, and not a lot of difference mid game. Its purpose is to give my ally and I an advantage late game, when we are being attacked. The other attack change was alright.

Thanks for letting me try it.
 

A1lion835

Smash Champion
Joined
Jan 7, 2008
Messages
2,844
Location
Lurking the Kirby Social thread with my rock buds.
Hm...given that I played magic a lot back in my youth (*remembers fondly*), my passive ability will probably be the same as one of the Slivers (woohoo! I wuv them <3!)

Edit: Okay, how about whenever I'm dealt damage, all attacks with hurt of less than the hurt of the attack I was hit with that are in my arsenal get +1/+1 (except for TM's)?
 

akkon888

Smash Journeyman
Joined
Aug 20, 2008
Messages
236
If the +1 is permanent, that is way too overpowered. If it is enabled for one usage, then it seems fine.
 

Charizard92

Smash Champion
Joined
May 13, 2008
Messages
2,207
Hm...given that I played magic a lot back in my youth (*remembers fondly*), my passive ability will probably be the same as one of the Slivers (woohoo! I wuv them <3!)

Edit: Okay, how about whenever I'm dealt damage, all attacks with hurt of less than the hurt of the attack I was hit with that are in my arsenal get +1/+1 (except for TM's)?
sure, that'll work
 

Charizard92

Smash Champion
Joined
May 13, 2008
Messages
2,207
No it doesn't. Right now, everything is preliminary, so if an ability is underpowered/overpowered, I'm forcing you guys to edit (provided I get past all the viruses in my computer. It's pretty much infected outright). If it's underpowered and you're about to die, you get a free health boost so y enough to use that passive ability.

And I am serious on the TMs, thing, come up with something!
 
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