Post by Tyler on Sept 4, 2018 0:39:42 GMT -5
Battle Mechanics and Hit Point System | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Battle Mechanics and Hp | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
• While sticking true to the nature of expressive, descriptive role-play we have developed a system to ensure that battles do not go on forever. Pokémon battling can become quite competitive, and when everyone is vying for the title "Champion of Sinnoh" battles can go on forever. No one likes to lose, especially not in a competitive environment such as the Pokémon world. To ensure that each battle ends in an appropriate amount of time, the staff of Pokémon Role-Play has developed a battling system to accommodate Pokémon battles. The easiest way to do so is to implement a "hit point" system to ensure that after a certain number of hits a winner will be decided. As Pokémon win more battles, they will begin to advance to the next Rank. Upon reaching a new rank, the Pokémon's base Hit Points (Hp) will also increase. To ensure that all Pokémon are relatively balanced competitively, all Pokémon of the same Rank will have the same base Hp. This is to ensure certain Pokémon such as Blissey does not become overpowered due to their monstrous Hp stat. It may seem a bit unfair that Pokémon with a higher general Base Power (Bp) move will do more damage, but this can be overcome through strategy. Although realistically, a Hydro Pump (110Bp) will do way more damage than a Water Gun (40Bp) attack. • The strategy involved in battling may include: Super Effective attacks, Resistant typing, Type immunity and utilizing the environment to your advantage to avoid an attack. Dodging, redirecting, interrupting or switching out during attacks are all possible strategies during a battle. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Stat Altering Moves | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
• Certain moves may have the primary or secondary effect of changing the stats of the user or the enemy, whenever a stat is changed it will raise or lower by an amount of "stages" depending on the move. Stats that have been altered will remain altered until that Pokémon is defeated or switched out of battle. • The only stats that can be altered in battle are: Defense, Special Defense, Attack and Special Attack. The excluded stats such as Accuracy, Evasiveness and Speed cannot be modified and do nothing in the role-play as incorporating them would require a more complex dice roll system than we currently have. As a result, abilities that modify these stats have been changed to fit the roleplay. You can view these changes here! • If a Pokémon's stat is unaltered then that stat is at stage 0, and that stat can raise or lower to +6 or -6 at most, respectively. 1 stage is equivalent to 10%, so for example; the move Growl reduces the attack stat of any adjacent enemy Pokémon by 1 stage, so those affected will have their physical attacks deal 10% less damage than usual. • Moves such as Metal Claw have a certain percentage chance of increasing one or more of the user's stats. For moves that have a % chance for stat increases, a dice roll will have to be made to see if the effect takes place. Read below to learn about dice rolls when it comes to the secondary effects of moves! | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Dice System, Status Conditions and Secondary Effects | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
• During a battle, trainers will decide who goes first based on a 2-sided die roll. The player that rolls a 1 will be going first, and the player left with the 2 goes second. This die roll is coded into the forums and unchangeable. To activate the die roll, simply type [nocode]SL95nGw61d2[/roll][/nocode] (no space after roll). Along with this, the trainers will decide on the number of Pokémon they will use in battle and if switching Pokémon mid-battle is allowed. After determining who will go first and establishing the rules, the Pokémon Trainers are ready to battle. • Trainers will take turns declaring attacks in an attempt to land a hit on the opposing Trainer's Pokémon. To determine whether an attack will successfully land, the Trainer declaring the attack must click the dice button at the top right of the reply tools and type a roll range of 1-12. The die will roll and declare a number, this number will determine whether the attack hit or missed. To accommodate attacks that have a lower accuracy such as Fire Blast, accuracy has been accounted for in the roll. After an attack hits or misses, the Trainers will role-play accordingly to the outcome. If an attack misses, the defender can simply say that their Pokémon sidestepped/diverted the attack away. • The Torment Clause is in effect. This means that trainers are not allowed to use the same move twice in a row, and must alternate between moves in dice battles. If an attack is dodged, it is the same as missing; this means the same move cannot be used again even if it misses or is dodged.• A roll that lands on 12 is always a critical hit. If a move has an increased critical hit ratio or has used a move or ability to increase their critical hit ratio then they can land critical hits by rolling a 10, 11 or 12 rather than just a 12 The following table illustrates which dice rolls equate to an attack hitting or missing.
• Some attacks come with Secondary Effects, and a separate dice roll is required to determine whether or not those effects take place. • There are two types of secondary effects that can result from a move: Status Ailments and Stat Changes. An example of this would be hitting with an Ice Beam attack and having the secondary effect of freezing them; a status condition that prevents them from attacking until they thaw out. Or using the move Crunch and have the secondary effect of reducing the target's defense stat by 1 stage. • Secondary effects are determined by rolling a 10 sided die utilizing the same dice function at the top right of the reply tools by inputting 1-10 as the roll range. • For example, Ice Beam has a 10% chance to freeze the target and Crunch has a 10% chance of lowering the target's defense. Therefore, if you roll a 1 on the 10-sided die, you will land your secondary effect. So after rolling the dice to determine if the attack hits, you will then roll to determine if the attack results in the secondary effect. As the %chance increases by 10, each number on the die will correspond. An example would be Poison Point having a 30% chance to poison, so rolling a 1-3 would mean that the target is inflicted with Poison. These dice rolls are recorded in the table below • If a Pokémon with Serene Grace were to use a move such as Air Slash, the 30% chance to flinch would double to 60%. This means that when rolling the 10-sided single die, if the die lands on 1-6, the attack will flinch the target.
• There is also a secondary singular die that will determine whether or not your Pokémon breaks out of status. This is for Pokémon that are Asleep, Frozen, Confused or Paralyzed. Normally, a single 6-sided die will be rolled to determine if a Pokémon breaks out of status. The following table lists the rolls to break free of status either permanently or for the turn depending on the condition.
• Pokémon are unable to be frozen in harsh sunlight from either Sunny Day or Drought has actively changed the weather. A frozen Pokémon may thaw themselves if they use a particular move such as Flame Wheel, and then proceed to attack. Ice-type Pokémon cannot be frozen, for more information about the frozen status, click here! • While a Pokémon is paralyzed it gains decreased turn priority, meaning that it will always go second. If both Pokémon are paralyzed, then the original turn order decided by the beginning die roll will take precedent. • Confusion lasts for 3 turns. • Sleep lasts for 1-3 turns. • Pokémon inflicted with the burn and normally poisoned conditions receive 5% damage at the end of each turn (after both you and your opponent attack). This also applies to Pokémon afflicted with Wrap, Bind, Constrict, and similar moves will act the same way and deal 5% damage at the end of each turn. Pokémon that are burned have their attack stat cut in half; meaning that their physical moves do 50% less damage until they are cured. Pokémon that are badly poisoned receive an additional 5% damage every two turns. This means that you will take 5% of your Pokémon's total max Hit Points after being hit, and subtract it from its current remaining total Hit Points.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Dodging | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
• To respect the battle style that is iconic to Pokémon Role-Play and the Pokémon Manga, we have allowed for the use of two dodges during a battle. A well-timed dodge can drastically turn a battle around, so be creative! An example of dodging might either be: "Quick Pikachu, leap to the side of the attack!" or, for contest flare and slower moving Pokémon, "Venusaur, use Poisonpowder to blind him and stop him in his tracks!" Be careful how you use these, and always indicate in brackets that this is your dodge. Example: "Venusaur, use Poisonpowder to blind him and stop him in his tracks! [dodge 1/2]" • Dodges can be used to completely avoid damage from any attack, this includes attacks that bypass the accuracy check such as Aerial Ace and Magical Leaf, which are usually unavoidable. This has been done so that the dodge mechanic does not lose its value and that moves that bypass the accuracy check do not become overpowered. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Z-Moves | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
• Z-Moves are special moves that can be performed once you obtain a Z-Crystal from one of the Gym Leaders, by doing missions on the mission board, or from certain events. There is a Z-Crystal for every type and you can power up one of your moves as long as it's type matches the corresponding Z-Crystal. You may only use a Z-Move once per battle and they bypass accuracy checks but can be avoided by consuming one of your 2 available dodges. For an all-encompassing list of Z-Crystals, Z-moves, and how they work with each attack, click here! | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Blocking | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
• Blocking is a mechanic that is exclusive to Double Battles or battles where Switching Out is allowed. Blocking is similar to dodging in that one trainer only gets 2 Blocks per battle and it allows one of Pokémon in the Double Battle to block an attack intended for an ally Pokémon. The Pokémon that Blocks the attack still suffers damage; however, this can be used to save an ally Pokémon from harm. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Weather and Moves | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
• Weather is the same as it is in the games, certain moves are empowered or weakened (merely multiply by 1.5 for empowered, or divide by 2 for weakened to get the amount of damage an attack would do). For Role-Play purposes, weather will only last for 5 turns without a special weather rock. When the weather setter is holding one of these special rocks, it is increased to 8 turns. For more information on weather, check here! • Moves that land without fail such as Swift and Magical Leaf are capable of bypassing the hit/miss dice roll check, and proceeding with the attack. • OHKO moves such as Sheer Cold, Fissure, etc are banned from the role-play. • Moves such as Night Shade inflict damage equal to the opponent Pokémon's level/rank. Based on their rank, the damage is equivalent to the highest level in that Rank range (i.e: Rank 2 is levels 11-20. Therefore, if you use Night Shade on a Rank 2 Pokémon it will deal 20 damage) • Moves such as Healing Wish may only be activated if the Pokémon has at least 50% of its total Hp remaining. • The move Rest keeps the user asleep for 2 turns before waking up. Rest functions the same as it does in-game. • For the sake of balance, all healing moves that heal half of the user's health will only heal for 40% of the Pokémon's Max Hp. Moves such as Aqua Ring will heal for the same amount as in-game (1/16 of max hp). Moves such as Synthesis, Moonlight, and Shore Up that heal for more during a beneficial weather condition will heal for 66% of a Pokémon's Max Hp. They will heal for 25% in unbeneficial weather. • The move Metronome is also banned. In its place, Pokémon will have the move Round instead. • The Sleep Clause is also in effect, meaning only one Pokémon may be put to sleep with Spore/Sleep Powder type moves at a time. • Moves with increased Priority such as Bullet Punch, Mach Punch, and Fake Out are capable of bypassing turn-order and striking first, granted they hit, rather than miss. • Moves that hit multiple times such as Bullet Seed or Rock Blast will only hit for a total of 3 times (75 base damage) before applying any multipliers for Super Effective/Resistance. This includes multi-hit moves that benefit from Skill Link (only 3 hits, same damage calculation). Double Kick functions as it normally would. • Moves that depend on the opponent's speed such as Gyro Ball and Electro Ball will always deal 80 damage. • Moves that depend on affection such as Return and Frustration will have 60 (Rank 1-2), 70 (Rank 3-4), 80 (Rank 5-6), 90 (Rank 6-7), 102 (7-10) base power. This scales with Pokémon Rank. • Moves such as Outrage and Thrash may attack 2 times, and on the second attack the user must roll a 1d2 die to determine if it attacks a third time. If you roll a 1, it may be used a third time and the user becomes confused after the attack. If you roll a 2, the user cannot attack a third time and then becomes Confused. • Moves such as Bide, Mirror Coat, and Counter will always go second and work similarly to the games. The user receives the damage and then dishes it back out x2. • Moves with decreased Priority such as Trick Room will always go second. To accommodate this, simply role-play your Pokémon preparing to use the move if they had rolled to go first. • The move Foul Play will always have a base power of 95, but will also take into consideration if the opponent has received any attack buffs. For example, if the opponent were to use Howl which raises the user's physical attacks by 10%, Foul Play would also receive a 10% attack power increase. • The move Psywave will always have 50 base power. • Moves such as Reflect, Barrier, and Light Screen will halve the damage that the user would receive, depending upon the type of screen set up (physical moves bypass Light Screen, but are slowed down when passing through Reflect.) • Most moves use the same mechanics from the video games, if you have a question about a particular one, please contact a Moderator or Admin! • Super Effective attacks cause the opponent to take double the damage they normally would from an attack. An example of this would be a Rank 10 Blastoise vs. a Rank 10 Charizard. A Blastoise using Hydro Pump would normally deal 410 damage as stated in the chart below. Because Hydro Pump is a water-type move and Charizard is a fire-type which is weak to water, Charizard would receive double the damage. This would be illustrated as: 410*2=820dmg, 2100Hp-820=1280Hp, putting Charizard in a 3HKO range, granted an attack doesn't miss. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Recoil and Crash Damage | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
• Similarly to the games, certain moves that are high-risk high-reward will maintain their recoil damage. To maintain balance, all recoil-based moves will keep their recoil costs. • For example, a Rampardos using Head Smash will receive 1/2 of the damage dealt to the opponent's Pokémon. To see the amount of recoil damage that a particular move will inflict, click here! • Other moves such as Jump Kick and High Jump Kick tend to inflict damage equal to half the maximum Hp of the Pokémon. However, because there are two dodges available this can become quite punishing to the user if they miss. In order to alleviate some of that punishment while keeping a high-risk, high-reward playstyle we have decided that all crash damage will deal 1/3 of the user's maximum Hp if the user misses. If the opponent dodges, there is no crash damage. • For a list of moves that inflict crash damage, click here! | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Hit Points by Rank | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
• As stated previously, Pokémon gain more Hit Points the higher they ascend in Rank. All Pokémon in the same Rank bracket will have the same amount of Hp. The amount of Hp per rank is as follows:
• Be sure to include your Pokémon's base Hp in your character biography! | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Battle Power and Critical Hits! | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
• The charts below depict the amount of damage a Pokémon will do at a certain Rank, depending on the Battle Power of the move being used. To use these charts simply follow these steps:• Step 1: Open the spoiler for the attacking Pokémon's attack. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Base Power by Rank | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Base Power Critical Hit by Rank | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||
• The values listed in the second set of spoilers includes the amount of damage a particular ranked Pokémon's move will do depending on if the dice rolled a critical hit. |