Hello!
First off I'd like to being by stating that I am not, in any way, attempting to legitimately create a miniatures game of Nintendo's Super Smash Bros. to pitch to publishers (I can't even begin to imagine the legal hurdles one would have to jump through to make that idea a reality).
Instead, what I would like to do is to create a game I can play with my close friends who also happen to be huge Super Smash Bros. fans. I feel as if the game would function the best as a tabletop miniatures game similar to Star Wars Miniatures or HeroClix.
Now, the biggest problem or headache with getting this thing to work is the most important part of the game; defeating your opponent's characters. Traditionally, characters/units begin games with a certain amount of health that is reduced from the starting amount to zero to signify the character being defeated. That is not going to be the case with this game. Just like the video game, characters will start with a damage percentage of zero and will be dealt damage over the course of the game.
For those who aren't familiar (I'm truly, truly sorry) with how Super Smash Bros. is played, each player chooses a character from a list of available options and attempts to knock the opponent off of the game stage. This is fundamentally different than having a health bar and having it reduced to zero. The greater the damage a character has taken, the easier it is to knock that character off stage and into the KO'd zone.
How to translate this into a tabletop miniatures game:
The best idea I have is to create a "Damage Chart" that specifically states how far a character will be knocked away at each damage percentage.
What the chart looks like:
01-10% = 0
11-20% = 1
21-30% = 2
31-40% = 3
41-50% = 4
51-60% = 5
61-70% = 6
71-80% = 7
81-90% = 8
91-100% = 9
and on and on and on
This means if I control a character and my opponent successfully hits me, I would do three things:
1. Increase the amount of damage my character has taken.
2. Look at this chart and determine how many squares my character should be knocked away.
3. Subtract squares according to my character's weight.
Weight of Characters:
The video game assigns characters one of three possible weights; Light, Medium, and Heavy (I believe this terminology is correct. If not, hopefully you understand what I'm saying).
Light: -0
Medium: -1
Heavy: -2
This means that if I control a character with a damage of 85%, and I read the chart above, my character should be knocked back a total of 8 squares. If this character is Light, it would be knocked back the full amount of squares. Medium weight would reduce this to 7 and Heavy would reduce this to 6.
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Does anyone think this could be done? I'm just wanting to create something for me and my friends to enjoy playing, but still be mechanically sound, as we are (or once were) highly competitive players of trading card games (Yugioh, Magic, VS System, WoW, etc.). The functionality and mechanics of the game will need to be quite solid in order for us to enjoy playing it.
Thanks for the reply!
What we're wanting to stay away from is having to use decks of cards to represent character moves, attacks, and abilities. We'd like the character cards to contain every playable option. However, I really like your idea of having a "cooldown" restriction on certain abilities to prevent the over-use of them and to introduce more thinking in the game.