I've borrowed this concept and tweaked it a little bit for the sake of simplicity from a man named Neil Swint. So all credits for this system and if anyone has fun playing it goes to him.
MTG Salvation Royal Rumble:
The Royal Rumble is an annual event that the World Wrestling Entertainment showcases that consists of 40 WWE Superstars battling in a single ring. 2 Superstars start in the ring at the beginning of the match, with a new superstar entering the ring every 2 minutes. Unlike most matches, eliminations do not occur via pinfall or submission. Instead, superstars must be eliminated by being thrown over the top rope and both of their feet hitting the floor.
Superstars continue to enter the ring at 2 minute intervals until all 40 superstars have entered the ring. After that, the match continues until there is only one man left standing who has not been thrown over the top rope.
In this game, you will be taking up the name of one or more of your favorite WWE Superstars. After that, you can suit them up with any number of POWER-UPS or you will simply spend your points on more Superstars.
From there, you simply sit back and enjoy as I simulate the results of the entire Royal Rumble, and see how your Superstars fare in the Royal Rumble match!
Even if you're not a fan of the WWE, the strategy and customization aspects of this game should do well in attracting members of the Magic Community in participating in this match.
With that, may the best wrestler win!
HOW TO SELECT YOUR WRESTLERS
Please read the following carefully, as it will explain the wrestler selection process that you must adhere to.
- You may spend up to 12 points. You must select 1-3 wrestlers.
- After you have selected your wrestlers, if you have any points left you may spend the remainder of your points on POWER-UPS (POWER-UPS are listed below the wrestler list).
- As soon as 40 wrestlers have been selected by any number of players I will begin the Royal Rumble Match! Any other players that end up trying to join in will unfortunately be cut off.
- Do not select Wrestlers that have already been selected by someone else and do not select a 41st wrestler.
BRIEF GAME MECHANICS OVERVIEW
Wrestlers will be posted with 2 numbers, #/#. The first # is their hand size (HS), and the second # is their superstar value (SV).
The higher the HS the more damage a wrestler can take before having to make a save roll (failed save rolls result in elimination). Save rolls will be determined by a D6 roll. A wrestler must roll a 6 to achieve a save roll.
A wrestler with an HS of 4 or less removes 1 hit from themself at the end of each round and if they would save on 6 they instead save on 5 (4 if they have HS2 or less).
If a wrestlers HS is 5 that wrestler can reroll their dice once each round, though this ability cannot be used to reroll an attack roll VS. a wrestler with a HS of 6-7.
A wrestler with a HS of 6-7 can gain 2 rerolls when making a successful recovery roll or when eliminating a wrestler.
If a wrestlers HS is 8+, then they are a tank or are a very skilled athlete. These wrestlers have a small chance to avoid making a save roll altogether (they get to make a roll before their save roll) wrestlers with a HS of 8 possess the best chance to do this. These rolls cannot be rerolled.
Wrestlers with a HS of 11+ may take extra damage when being attacked (this is bad).
The higher a wrestlers SV is determines how easy it is for them to hit other wrestlers and avoid being hit by other wrestlers. The higher the better! For example: An SV of 3 means that superstar gets +3 to all their attack rolls. This superstar value also represents the number wrestlers has to roll +1 in order to successfully hit them. So a total roll of 4 is required to hit a SV of 3.
Recoveries can happen during the Royal Rumble. Reroll counters may be given to wrestlers during the course of the Royal Rumble through recoveries. Reroll counters act like a normal HS5 reroll ability, when used they are gone.
Wrestlers with a HS of 0-1 begin with 2 reroll counters; HS3, 6, and 9 begin with 1 reroll counter.
Hand Size Easy Reference Chart:
HS0: 2 Reroll Counters. Saves on Save Rolls of 4+. Removes 1 Hit Each Round.
HS1: 2 Reroll Counters. Saves on Rolls of 4+. Removes 1 Hit Each Round.
HS2: Saves on Rolls of 4+. Removes 1 Hit Each Round.
HS3: 1 Reroll Counter. Saves on Rolls of 5+. Removes 1 Hit Each Round.
HS4: Saves on Rolls of 5+. Removes 1 Hit Each Round.
HS5: 1 Reroll Counter. Cannot be used against HS6-7 Wrestlers.
HS6: 1 Reroll Counter. Gains 2 Reroll Counters when eliminating a wrestler or recovering.
HS7: Gains 2 Reroll Counters when eliminating a wrestler or recovering.
HS8: Has a chance to make an additional save roll to avoid making a real save roll.
HS9: 1 Reroll Counter. Chance to make a save to avoid making a save.
HS10: Chance to make a save to avoid making a save.
HS11+: Chance to make a save to avoid making a save. Possibility of taking more damage.
Here they are, all possible MTG Salvation Royal Rumble entrants. Remember you are allowed to spend up to 12 points and you must select 1-3 wrestlers.
1 Point:
Brodus Clay 9/1
Chris Masters5/1
Curt Hawkins 3/1
David Hart Smith 6/1
Heath Slater 7/1
Husky Harris 8/1
Jey Uso 6/1
Jimmy Uso 6/1
Johnny Curtis 3/1
JTG 5/1
Matt Striker 4/1
Primo 3/1
Trent Baretta 3/1
Tyler Reks 3/1
Tyson Kidd 5/1
Yoshi Tatsu 4/1
2 Points:
Alex Riley 8/2
David Otunga 6/2
Dolph Ziggler 6/2
Drew McIntyre 4/2
Evan Bourne 5/2
Goldust 4/2
Jinder Mahal 9/2
Justin Gabriel 4/2
Mason Ryan 7/2
Michael McGillicuttty 6/2
Santino Marella 5/2
Skip Sheffield 9/2
Vladamir Kozlov 7/2
William Regal 4/2
Zack Ryder 5/2
3 Points: Booker T 6/3
Cody Rhodes 7/3
Daniel Bryan 5/3
Ezekiel Jackson 9/3
Finlay 5/3
The Great Khali 11/3
Jack Swagger 6/3
Jerry Lawler 4/3
Kofi Kingston 7/3
Sin Cara 4/3
Ted Dibiase 7/3
Wade Barrett 8/3
4 Points:
Alberto Del Rio 4/4 Big Show 11/4
Diesel 9/4
John Morrison 7/4
Kane 9/4
Mark Henry 9/4
The Miz 6/4
R Truth 5/4 Sheamus 8/5
5 Points:
Christian 6/5
CM Punk 7/5 Edge 6/5
Rey Mysterio 8/5
6 Points:
John Cena 8/6
Randy Orton 6/6
Triple H 7/6
Undertaker 9/6
POWER-UPS
If you have any points left use them now! You can buy each power-up as many times as you want, points allowing. When you buy a POWER-UP you MUST immediately allocate it onto one of your wrestlers.
1 Point- Reroll Counter.
Acts like a normal reroll counter.
1 POINT - SECOND WIND
A wrestler can remove any number of these power-ups from themself before they attack. That wrestler immediately rolls 1D6 for each of these power-ups removed and then does the following for each roll (the entire roll can be rerolled):
1-2: Remove up to 1 hit from the wrestler
3-5: Remove up to 2 hits from the wrestler
6: Remove up to 3 hits from the wrestler
(at the start of a round, all HS 1-5 wrestlers may use SECOND WINDS immediately)
2 POINTS – Don't Trust Anybody
Whenever any of your wrestlers select any other wrestler (owned by any player) to join in a double team attack, the double team succeeds on a roll of 3+. (This roll will always be 3+, it will never be 4+ or 2+).
If you select this POWER-UP, I will make your wrestlers try and double team more than usual (when it is to your advantage).
3 POINTS - ADRENALINE RUSH
Whenever your wrestlers would take their turn, they may get an ADRENALINE RUSH (one of these POWER-UPS is then gone). Remove up to 1 hit from this wrestler. For the remainder of the round no hits can be put on this wrestler, this wrestler cannot be eliminated, and this wrestlers hits on 4+!
3 POINTS – Irresistible Force
Whenever any of your wrestlers try and empty the ring, the empty the ring attack succeeds on a roll of 2+.
If you select this POWER-UP, I will make your wrestlers try and empty the ring more than usual (when it is to your advantage).
2 POINTS – Immovable Object
When this wrestler is automatically eliminated without being able to make a save roll, one of these power-ups is immediately removed from this wrestler. This wrestler is no longer being eliminated.
3 POINTS – Divine Intervention
When this wrestler is eliminated (not automatically), one of these power-ups MAY BE immediately removed from this wrestler. If removed, this wrestler is no longer being eliminated. This immediately rolls 2D6 and removes a number of hits from themself equal to the lowest number just rolled (highest number is used if wrestler has HS0-5).
4 POINTS – Backstage Politics (only one of these can be allocated to an individual wrestler)
Before the Royal Rumble begins, a wrestler with one of these power-ups will be given preferential treatment (the wrestler will enter the Royal Rumble randomly in spot #26-40)!
NOTE: If more than 14 people select Backstage Politics, then the number of random entrants will be from #25-40, #24-40 and so on for each slot taken over the base amount.
4 POINTS – Rumble Expert
When this wrestler is eliminated in ANYWAY, one of these power-ups MAY BE immediately removed from this wrestler. If removed, this wrestler is no longer being eliminated.
Most power ups are determined by D6 dice roll. Unlike Save Rolls, that only activate on a maximum roll of 6, special power ups have a much higher chance to be activated. So investing in them can be quite advantageous when you would normally be eliminated, but there's still no 100% guarantee that they will go off.
You have 12 points to allocate to 1-3 superstars. The power ups are entirely optional, but as it stands right now you would have 15 points. Look up at the list of superstars and see what points they are worth, and choose accordingly. I won't count your above suggestions since they are against the rules by 3 points. I highly recommend reading above and trying again.
KoolKoal: Feel free to take this with a grain of salt since self meta isn't particularly helpful, but I think I get scumread mostly for style over substance, but also for a certain lack of substance over style. It's not so much what I AM posting most of the time (though sometimes that can seem bad) but what I'm NOT posting. I've been told I come to non-obvious conclusions a lot, so when I post, quite a bit of the time there's jumps in logic that people can't follow and they think that's scummy. I get that accusation about a lot of questions I ask specifically. People call them "busy work" when the questions are legit etc.
As far as things to ignore, I can't think of anything. I would suggest you focus less on what I'm doing and more on how I'm doing it. That's probably more likely to be accurate. Like I've just said, what I do tends to come off a little weird, but if you look for how I do it, mindset comes into play and maybe you figure out something useful.
I have it on good authority that the Phyrexians are going to win. However, Venser is then going to teleport the whole of New Phyrexia inside the Zendikar Hedrons, leaving the Phyrexians and Eldrazi trapped in an eternal struggle of the mechanics that nobody likes.
The next set will feature both infect and annihilator, and be called Maro'sWetDreamia. It will also feature a new Jace, to ensure that it sells well.
I see what you mean, it appears to be a design flaw. As all wrestlers second stat are supposed to be congruent with the amount of points they are worth. If this actually gets off the ground and I have a chance to do a second one, I will make sure to revise the stats of the wrestlers for the second Rumble where they match the amount of points they are worth.
Just a few more questions:
1a. For the basis of saving rolls, is Hand Size constant, or does the value change as you take damage?
1b: If Rey uses a Second Wind while unharmed, would it do anything, i.e extra maximum health?
2. How exactly do Double Team attacks work?
3:
Wrestlers with a HS of 0-1 begin with 2 reroll counters
This...seems unnecessary. None of the wrestlers begin with less than 3 HS.
4:How does the game itself work? Is it like Mafia, where we PM you our choices, or do we all post in the thread in turns, or is it all generated behind the scenes?
Ok, I think that's all I wanted to ask. Awesome idea by the way.
I have it on good authority that the Phyrexians are going to win. However, Venser is then going to teleport the whole of New Phyrexia inside the Zendikar Hedrons, leaving the Phyrexians and Eldrazi trapped in an eternal struggle of the mechanics that nobody likes.
The next set will feature both infect and annihilator, and be called Maro'sWetDreamia. It will also feature a new Jace, to ensure that it sells well.
1a. For the basis of saving rolls, is Hand Size constant, or does the value change as you take damage?
Your base hand size never changes. However once you take damage, your hand size is reduced. Once your hand size reaches 0, then you make a saving throw. Successful saving throws will leave your superstar at 1 Hand Size.
1b: If Rey uses a Second Wind while unharmed, would it do anything, i.e extra maximum health?
Since Second Wind only removes counters from your wrestler, they won't activate second wind unless there is damage to be removed. Unfortunately if they activate it with only 2 damage counters and roll a 6 to remove 3 damage counters, they won't get any additional Hand Size.
2. How exactly do Double Team attacks work?
Sometimes it can be impractical for a single wrestler to achieve a damage roll against another wrestler. Such as if Alex Riley has a Superstar Value of 1, and he is initiating an attack against John Cena who has a superstar value of 5, then Alex Riley would have to roll a 5-6 just to be able to damage Cena at all. He could therefore enlist the help of another superstar to increase their chances of a successful attack. Which would result in the defending superstar taking 2 points of damage instead of just one.
Double Team attacks don't normally happen reliably, unless the superstar has "Don't Trust Anybody" as one of their power ups.
3:
This...seems unnecessary. None of the wrestlers begin with less than 3 HS.
The system is designed for a number of situations. Such as running a Marvel Battle Royale, Ultimate Showdown, Super Smash Brothers Super Brawl, ect. ect. So although in a WWE setting there is no superstars with less than 3 Hand Size, that could change from game to game.
4:How does the game itself work? Is it like Mafia, where we PM you our choices, or do we all post in the thread in turns, or is it all generated behind the scenes?
It's all going to be generated behind the scenes. Kind of like a simulated result based off of your choices.
Ok, I think that's all I wanted to ask. Awesome idea by the way.
Thank you, I hope more people decide to sign up!
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MTG Salvation Royal Rumble:
The Royal Rumble is an annual event that the World Wrestling Entertainment showcases that consists of 40 WWE Superstars battling in a single ring. 2 Superstars start in the ring at the beginning of the match, with a new superstar entering the ring every 2 minutes. Unlike most matches, eliminations do not occur via pinfall or submission. Instead, superstars must be eliminated by being thrown over the top rope and both of their feet hitting the floor.
Superstars continue to enter the ring at 2 minute intervals until all 40 superstars have entered the ring. After that, the match continues until there is only one man left standing who has not been thrown over the top rope.
In this game, you will be taking up the name of one or more of your favorite WWE Superstars. After that, you can suit them up with any number of POWER-UPS or you will simply spend your points on more Superstars.
From there, you simply sit back and enjoy as I simulate the results of the entire Royal Rumble, and see how your Superstars fare in the Royal Rumble match!
Even if you're not a fan of the WWE, the strategy and customization aspects of this game should do well in attracting members of the Magic Community in participating in this match.
With that, may the best wrestler win!
HOW TO SELECT YOUR WRESTLERS
Please read the following carefully, as it will explain the wrestler selection process that you must adhere to.
- You may spend up to 12 points. You must select 1-3 wrestlers.
- After you have selected your wrestlers, if you have any points left you may spend the remainder of your points on POWER-UPS (POWER-UPS are listed below the wrestler list).
- As soon as 40 wrestlers have been selected by any number of players I will begin the Royal Rumble Match! Any other players that end up trying to join in will unfortunately be cut off.
- Do not select Wrestlers that have already been selected by someone else and do not select a 41st wrestler.
BRIEF GAME MECHANICS OVERVIEW
Wrestlers will be posted with 2 numbers, #/#. The first # is their hand size (HS), and the second # is their superstar value (SV).
The higher the HS the more damage a wrestler can take before having to make a save roll (failed save rolls result in elimination). Save rolls will be determined by a D6 roll. A wrestler must roll a 6 to achieve a save roll.
A wrestler with an HS of 4 or less removes 1 hit from themself at the end of each round and if they would save on 6 they instead save on 5 (4 if they have HS2 or less).
If a wrestlers HS is 5 that wrestler can reroll their dice once each round, though this ability cannot be used to reroll an attack roll VS. a wrestler with a HS of 6-7.
A wrestler with a HS of 6-7 can gain 2 rerolls when making a successful recovery roll or when eliminating a wrestler.
If a wrestlers HS is 8+, then they are a tank or are a very skilled athlete. These wrestlers have a small chance to avoid making a save roll altogether (they get to make a roll before their save roll) wrestlers with a HS of 8 possess the best chance to do this. These rolls cannot be rerolled.
Wrestlers with a HS of 11+ may take extra damage when being attacked (this is bad).
The higher a wrestlers SV is determines how easy it is for them to hit other wrestlers and avoid being hit by other wrestlers. The higher the better! For example: An SV of 3 means that superstar gets +3 to all their attack rolls. This superstar value also represents the number wrestlers has to roll +1 in order to successfully hit them. So a total roll of 4 is required to hit a SV of 3.
Recoveries can happen during the Royal Rumble. Reroll counters may be given to wrestlers during the course of the Royal Rumble through recoveries. Reroll counters act like a normal HS5 reroll ability, when used they are gone.
Wrestlers with a HS of 0-1 begin with 2 reroll counters; HS3, 6, and 9 begin with 1 reroll counter.
Hand Size Easy Reference Chart:
HS0: 2 Reroll Counters. Saves on Save Rolls of 4+. Removes 1 Hit Each Round.
HS1: 2 Reroll Counters. Saves on Rolls of 4+. Removes 1 Hit Each Round.
HS2: Saves on Rolls of 4+. Removes 1 Hit Each Round.
HS3: 1 Reroll Counter. Saves on Rolls of 5+. Removes 1 Hit Each Round.
HS4: Saves on Rolls of 5+. Removes 1 Hit Each Round.
HS5: 1 Reroll Counter. Cannot be used against HS6-7 Wrestlers.
HS6: 1 Reroll Counter. Gains 2 Reroll Counters when eliminating a wrestler or recovering.
HS7: Gains 2 Reroll Counters when eliminating a wrestler or recovering.
HS8: Has a chance to make an additional save roll to avoid making a real save roll.
HS9: 1 Reroll Counter. Chance to make a save to avoid making a save.
HS10: Chance to make a save to avoid making a save.
HS11+: Chance to make a save to avoid making a save. Possibility of taking more damage.
Here they are, all possible MTG Salvation Royal Rumble entrants. Remember you are allowed to spend up to 12 points and you must select 1-3 wrestlers.
1 Point:
Brodus Clay 9/1
Chris Masters5/1
Curt Hawkins 3/1
David Hart Smith 6/1
Heath Slater 7/1
Husky Harris 8/1
Jey Uso 6/1
Jimmy Uso 6/1
Johnny Curtis 3/1
JTG 5/1
Matt Striker 4/1
Primo 3/1
Trent Baretta 3/1
Tyler Reks 3/1
Tyson Kidd 5/1
Yoshi Tatsu 4/1
2 Points:
Alex Riley 8/2
David Otunga 6/2
Dolph Ziggler 6/2
Drew McIntyre 4/2
Evan Bourne 5/2
Goldust 4/2
Jinder Mahal 9/2
Justin Gabriel 4/2
Mason Ryan 7/2
Michael McGillicuttty 6/2
Santino Marella 5/2
Skip Sheffield 9/2
Vladamir Kozlov 7/2
William Regal 4/2
Zack Ryder 5/2
3 Points:
Booker T 6/3Cody Rhodes 7/3
Daniel Bryan 5/3
Ezekiel Jackson 9/3
Finlay 5/3
The Great Khali 11/3
Jack Swagger 6/3
Jerry Lawler 4/3
Kofi Kingston 7/3
Sin Cara 4/3
Ted Dibiase 7/3
Wade Barrett 8/3
4 Points:
Alberto Del Rio 4/4
Big Show 11/4Diesel 9/4
John Morrison 7/4
Kane 9/4
Mark Henry 9/4
The Miz 6/4
R Truth 5/4
Sheamus 8/55 Points:
Christian 6/5
CM Punk 7/5
Edge 6/5Rey Mysterio 8/5
6 Points:
John Cena 8/6
Randy Orton 6/6
Triple H 7/6
Undertaker 9/6
POWER-UPS
If you have any points left use them now! You can buy each power-up as many times as you want, points allowing. When you buy a POWER-UP you MUST immediately allocate it onto one of your wrestlers.
1 Point- Reroll Counter.
Acts like a normal reroll counter.
1 POINT - SECOND WIND
A wrestler can remove any number of these power-ups from themself before they attack. That wrestler immediately rolls 1D6 for each of these power-ups removed and then does the following for each roll (the entire roll can be rerolled):
1-2: Remove up to 1 hit from the wrestler
3-5: Remove up to 2 hits from the wrestler
6: Remove up to 3 hits from the wrestler
(at the start of a round, all HS 1-5 wrestlers may use SECOND WINDS immediately)
2 POINTS – Don't Trust Anybody
Whenever any of your wrestlers select any other wrestler (owned by any player) to join in a double team attack, the double team succeeds on a roll of 3+. (This roll will always be 3+, it will never be 4+ or 2+).
If you select this POWER-UP, I will make your wrestlers try and double team more than usual (when it is to your advantage).
3 POINTS - ADRENALINE RUSH
Whenever your wrestlers would take their turn, they may get an ADRENALINE RUSH (one of these POWER-UPS is then gone). Remove up to 1 hit from this wrestler. For the remainder of the round no hits can be put on this wrestler, this wrestler cannot be eliminated, and this wrestlers hits on 4+!
3 POINTS – Irresistible Force
Whenever any of your wrestlers try and empty the ring, the empty the ring attack succeeds on a roll of 2+.
If you select this POWER-UP, I will make your wrestlers try and empty the ring more than usual (when it is to your advantage).
2 POINTS – Immovable Object
When this wrestler is automatically eliminated without being able to make a save roll, one of these power-ups is immediately removed from this wrestler. This wrestler is no longer being eliminated.
3 POINTS – Divine Intervention
When this wrestler is eliminated (not automatically), one of these power-ups MAY BE immediately removed from this wrestler. If removed, this wrestler is no longer being eliminated. This immediately rolls 2D6 and removes a number of hits from themself equal to the lowest number just rolled (highest number is used if wrestler has HS0-5).
4 POINTS – Backstage Politics (only one of these can be allocated to an individual wrestler)
Before the Royal Rumble begins, a wrestler with one of these power-ups will be given preferential treatment (the wrestler will enter the Royal Rumble randomly in spot #26-40)!
NOTE: If more than 14 people select Backstage Politics, then the number of random entrants will be from #25-40, #24-40 and so on for each slot taken over the base amount.
4 POINTS – Rumble Expert
When this wrestler is eliminated in ANYWAY, one of these power-ups MAY BE immediately removed from this wrestler. If removed, this wrestler is no longer being eliminated.
All my money on
1. CM Punk
2. WWE Superstar Randy Orton
3. John Morrison ( I would pick edge but he retired recently)
Hope this follows some kind of rules but whatever these are my favorite wrasslers.
2.Edge
3.Big Show
That's all my points.
Edit: I thought what King Clock said, but then since I was here I'm entering anyway.
Powergaming.
Edit: Hey, that "one of these POWER-UPS is then gone" on ADRENALINE RUSH wasn't there before! This strategy is now sufficiently less powergamey.
with the following power ups
Divine intervention(3)
Don't trust anybody(2)
Second Wind(1)
POWERUPS
Backstage Politics (4)
Immovable Object (2)
Divine Intervention (3)
And that's all my points.
kpaca:
Booker T-3 Points
Edge-5 Points
Big Show-4 Points
Total: 12.
Sir Mu:
Sheamus: 4 Points
Adrenaline Rush X2: 6 Points
Immovable Object: 2 Points
Total: 12.
la3:
Randy Orton (6)
Divine intervention(3)
Don't trust anybody(2)
Second Wind(1)
Total: 12.
kill-joy:
Cody Rhodes (3)
Backstage Politics (4)
Immovable Object (2)
Divine Intervention (3)
Total: 12.
etherealscorpions:
Rey Mysterio (5)
Reroll Counter X2
Second Wind X5
Total: 12.
I find it weird that Sheamus and Rey have the same stats, but are worth different amounts, but meh.
1a. For the basis of saving rolls, is Hand Size constant, or does the value change as you take damage?
1b: If Rey uses a Second Wind while unharmed, would it do anything, i.e extra maximum health?
2. How exactly do Double Team attacks work?
3:
This...seems unnecessary. None of the wrestlers begin with less than 3 HS.
4:How does the game itself work? Is it like Mafia, where we PM you our choices, or do we all post in the thread in turns, or is it all generated behind the scenes?
Ok, I think that's all I wanted to ask. Awesome idea by the way.
Your base hand size never changes. However once you take damage, your hand size is reduced. Once your hand size reaches 0, then you make a saving throw. Successful saving throws will leave your superstar at 1 Hand Size.
Since Second Wind only removes counters from your wrestler, they won't activate second wind unless there is damage to be removed. Unfortunately if they activate it with only 2 damage counters and roll a 6 to remove 3 damage counters, they won't get any additional Hand Size.
Sometimes it can be impractical for a single wrestler to achieve a damage roll against another wrestler. Such as if Alex Riley has a Superstar Value of 1, and he is initiating an attack against John Cena who has a superstar value of 5, then Alex Riley would have to roll a 5-6 just to be able to damage Cena at all. He could therefore enlist the help of another superstar to increase their chances of a successful attack. Which would result in the defending superstar taking 2 points of damage instead of just one.
Double Team attacks don't normally happen reliably, unless the superstar has "Don't Trust Anybody" as one of their power ups.
The system is designed for a number of situations. Such as running a Marvel Battle Royale, Ultimate Showdown, Super Smash Brothers Super Brawl, ect. ect. So although in a WWE setting there is no superstars with less than 3 Hand Size, that could change from game to game.
It's all going to be generated behind the scenes. Kind of like a simulated result based off of your choices.
Thank you, I hope more people decide to sign up!