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Also I did use a stunt but it was in a defensive manor, unless it also ensures that the attack would hit too? Also dat was a long post lol. I don't feel particularly strong about adding anything that I suggested I just thought it would be interesting to discuss atleast.
 


I'm actually on my phone because my uncultured brother is playing team fortress lol. I'll look through this thoroughly later and give a proper response
 
Also I did use a stunt but it was in a defensive manor, unless it also ensures that the attack would hit too? Also dat was a long post lol. I don't feel particularly strong about adding anything that I suggested I just thought it would be interesting to discuss atleast.
Stunts perform one, well stunt. You can't ensure an attacks success or defend at the same time with one stunt, unless it makes sense and is air proof. But yea you'd need to roll for your attack but not the success of the stunt
 
(I do like the simplicity of our weather system but I felt like it couldn't hurt to have this stuff potentially be a thing even if we never end up needing it, as I doubt we are going to have people running weather themed teams or run into this stuff a lot)
I think my character will probably utilize Hail in the battle to his advantage quite a lot, especially when his team gains a huge advantage in Hail just to compensate for the type disadvantage that they'll have to constantly face other than resorting to stunts.
I think you did a great job in summarizing things up, so don't worry, experimenting is always the best way to test for flaws, for now things look neat and great.
 
Granted none of this stuff seems to apply to the players for now, due to most of us just having setup attacks and what not, but this would diversify the combat and allow for more indepth strats and what not if any of it was added in theory
Firstly is the exclusion of logical effects which help or hinder psychic, flying, fighting, fairy, dark types and so on and so forth. This list could probably extend further,but it's mostly to illustrate how a good chunk of pokemon don't have a sunny day or a rain dance to boost their stats as things stand. There's no weather to buff or debuff fighting type moves innately, or nullify it. So if we were to go with what was stated here, how do we compensate the people not running hybrids such as lucario who could benefit from a sandstorm or a fire type who wants a sunny day or harsh sunlight effect? In truth, simplicity was also used to avoid questions of balance that complicate things and lead us down a bloody path like league of legends forums have been for years.

Which leads me to my second point, is that weather is supposed to have a story driven component. My perfect scenario regarding weather would be using it for mechanical and story driven purposes. Such as extreme heat being a custom debuff on larger pokemon in general, taking a toll of -2 hp per turn. This would be logical in because the bigger you are, the more you need to burn to support yourself. But if your sweating profusely and being hit by heat stroke, a larger poke such as a dragonite is bound to collapse and fly less than a spearow in extreme heat, due to the difference in how much weight they have to support. Or we can use the charmander example, and make fire types and rock/ground types vulnerable during extended periods of rain. It's the tropics after all and rain is plentiful. We can use this to take away hp each turn or create drama such as a charmander's tail going out. These types of things I think suit weather better. It puts the stress on me to create new exciting ways to use weather. Or it allows the players to come up with their own weather based effects to enhance their scenario by asking for certain things before we being something big, such as a challenge.

Like I would happily give everyone a heatwave that boosts fire type moves, lowers water type moves outside of a body of water. This would essentially achieve the same thing as sunny day without the restrictions or the burden of making people reference the battle rules more often. Although this doesn't mean someone with a weather effect *can't* make use of it. it just means we wouldn't have the bloat officially.

Now that I've chopped you down a bit, I will concede one big thing that has been weighing heavily on my mind. That is all the questions concerning more complicated mechanics. Ranging from brave bird recoil to asking about weather, these are cornerstones of pokemon. And it does make it easier for knowledgable players to navigate the battle rp wise if we had more established mechanics. But in terms of depth? I don't believe more mechanics is the answer.

All weather has general in game effects like: Sunnyday: While Sunny Day is in effect, the base power of Fire-type moves will be increased by 1, and the base power of Water-type moves will be decreased by 1. In addition to this, the moves Synthesis, Morning Sun, and Moonlight will recover twice as much HP as under clear conditions, and SolarBeam will not require a turn to charge. The accuracy of Thunder is also lowered to 50%.(So instead of a d10 for thunder perhaps one would have to roll a 20d and anything from 1-10 would miss and anything from 10-20 would hit for that 50% during sunny day )
Since we are dealing with an rp and not a pokemon game. What was the logic behind electric moves having such a debuff added to them in sunny conditions?

(Basically the opposite of Sunny day in terms of effect)
Rain dance: While Rain Dance is in effect, the base damage of Water-type moves will be increased by 1, whereas the base damage of SolarBeam and Fire-type moves will be decreased by 1 Additionally, Synthesis, Morning Sun, and Moonlight will recover only half as much HP as under clear conditions. Thunder hits 100% of the time, ignoring evasion and accuracy completely.
What makes electric moves more accurate here? I might believe a wet onix conducts electricity easier or shocking soaked earth would allow a pikachu to shock everything touching the battlefield field. But why are we making electric type attacks like homing missiles in rain? And why isn't fire completely nullified under rain fall?

Extremely harsh sunlight. (only active for 2 turns due to the powerful nature of it) (can only be caused by natural enviorment or by the drought ability on pokemon)

Water type moves fail if used during extremely harsh sunlight
To evaporate water and nullify it as soon as its launched, would actually be a massive danger to anything alive in that heat. I don't recall this ever being a game mechanic,but it sounds more like a logical debuff on all parties including trainers involved, except for fire types.

    • If a Pokémon affected by Powder uses Sunny Day, it will take damage from Powder.
Interesting.

At the end of each turn, damages each Pokémon for 1 damage unless it is Rock-, Steel-, or Ground-type; has one of the Abilities Sand Force, Sand Rush, Sand Veil, Magic Guard, or Overcoat; or is holding the Safety Goggles.
Raises the defense of rock type pokemon by +2 against any special attacks.
.
  • Causes Shore Up to recover ⅔ of max HP instead of ½.
For example, I'm all for people having all the perks from hail, just like Dreamtique Dreamtique is making use of hail specifically. if someone does the research and wants to have a pokemon with sand viel, who am I to stop them? The problem with things like this, is how complicated they are. I don't even know what half of these things are and certainly haven't even considered going through each mechanic such has shore up being more effective in a sandstorm. There is so much to cover, that it'd turn battle rules into an encyclopedia or a mini wiki. I'm all for accommodating people on a case by case basis with moonlight and sand storm, but am not prepared personally to create a comprehensive list such as this.

One more big question, Are there more variables you haven't listed?

Now that I've been on the offensive long enough concerning weather. I'll start by explaining what I'd immediately consider using, what would be iffy and what would be a no no under normal circumstances.

So what I like is the basic composition of rain dance, sand storm, hail, and sunny day. While my personal bias leans heavily toward logical buffs and debuffs, we can implement something like this. It would not be a big deal for fire types to be more effective(+1 damage) in sunny day,but it does pose a question about ground types not getting naturally stronger in sand storms or ice types getting more powerful in hail. Secondly, I want to know why this doesn't adversely affect pokemon who don't have it. Because some of these effects aren't simply extra damage,but they do things like electric attacks auto hits.

I do not think we will ever use harsh sunlight as it is here,but we can make custom case by case basis weather effects.Which in turn will make them more reasonable because they're based in logic and not on pokemon game mechanics.

What is probably a big no for me are the lists. In general if someone wants to point out that a move such as shore up isn't going to be effective in let's say rain dance, then they may do so. But yer asking your gm to know things and make lists for mechanics I just simply don't know. lol I don't want to tell you guys to go and make these lists even more comprehensive and cumbersome, just because im ignorant and wouldn't catch it unless pointed out in rp.

But what these past days have shown me, especially with weather and their complications with existing pokemon moves, is the system doesn't cover them completely. I'm sorry that after we finish the first battle and add things such as recoil rules, that you guys will have to keep asking questions. lol But I'm against listing every little variable when it's largely unnecessary. I want you guys to use the game rules when they're not unreasonable to enhance the battle system, but in a reasonable manner.

Stat relation to battle mechanic stuffs:
Evasion raising moves: Evasion raising moves could perhaps be used to give yourself a DEFFENSIVE stunt back early that you could use on the next turn, but it would count as your turn naturally , it would be helpful if you were in a pinch potentially.

Evasion lowering moves (Example sweet scent) : Evasion lowering moves would cause the opponent pokemon to lose a stunt, so say they only have 1 now they have 0 and have to wait until it recharges, naturally this would take up a turn for the pokemon that used the evasion lowering move, it could be helpful in said scenario naturally if a pokemon only had one stunt left, and now has to wait for a recharge. Assuming they hit as you would have to roll the standard D10 to determine if it lands or not.

If I'm understanding you correctly though, someone can use an evasive move to give them a defensive stunt next turn, as opposed to waiting three turns? Thus it's a special stunt that cant be used to attack,but is specifically made to defend? If we do this, you GUYS WILL HAVE TO DOCUMENT THIS STUFF. I'm already on the verge of editing each of your posts because you and Scrubnoppon Scrubnoppon forget to put your hp. What more if you have to specifically list a SPECIAL EVASION STUNT, that is separate from your cooldown for a general stunt? I expect more care with your trainer stats and pokemon stats if we did this. Because I really want to do things like this way more than weather rules,but you guys gotta not only say its okay as a whole,but also step up and document it all so it's easy to keep track of. <3

Give me an example of what would be an evasive type move in the context of our rp, which draws from game and anime. Agility in the games is just a speed stat boost but vs Lt. Surge's raichu it was used to dodge his tackles. What's an evasive move?

Sweet scent as a stunt lowering thing is brilliant,but it contracts what was said about gaining a defensive stunt by using a evasive move. You cant use an evasion lower move to take anything away without there being a defensive stunt generated by an evasive move to work. Now if that's fine for you guys, I would not mind having evasion lowering moves if they are tied to countering evasion generated stunts and not innate stunts. Because the way evasion lowering moves are written here, contradicts what was written about moves which generate specific defensive moves, that forego the 3 turn count timer.

But if you guys want to have evasion moves always work and take away innate stunts that can be used to attack or defend, then we'll have to discuss it further. A stunt is at its core, supposed to trump almost anything under normal circumstances. So if we make a move that can over ride stunts by not just forcing them out,but outrightly sapping them. there's a problem with this proposition.

Accuracy lowering moves would lower the selected pokemon's chance to hit, if the move were to land on the pokemon, a standard D10 die would be rolled to determine if the move lands. naturally this would use up the pokemon using this accuracy lowering move's turn.
Everyone already has a 60% chance to land a hit using dice rolls in the absence of a stunt. If we implement accuracy lowering abilities, it would lower your opponent's odds from 6/10 to 3/10. Now the question is, do accuracy lowering skills have to succeed via normal dice rolls or are they auto applied in the absence of a stunt?

Defensive moves: Defensive moves provide the pokemon that use them less damage taken for the next two turns say like -2 on any hits they receive for those two turns. So that they can tank easier if they need too to setup perhaps or get that last blow in, naturally this would use up the pokemon's turn. That pokemon that only has 10 hp left? now it can survive with 4 hp because of the defensive move it used on the last turn, and it can get some more blows out.
I see no issue with this. It naturally could lend a hand to bigger battles that we'll have in the future. Having pokes that can be tanks and damage dealers, sounds great.

I really appreciate the effort put into this post loki. It actually has some good points that would enhance the rp, such as evasion and accuracy lowering ailments, being officially added. But there are lots of things that need to be addressed if we are to move forward from here.

Also I'd like to take this opportunity to say that I will be giving everyone a chance to change their rosters and moves, if they wish. To accommodate massive changes if they go forward. I am keeping in mind that scrub likes the way things are, so I may not even do something like tamper with how many attacks people have each turn,but rather put more care into what stats my npc's have.


101febeae1f4318f6f0210c6b92b129d.jpg
 
Well I finished it, but since the way I did it was a bit confusing Imma do some navigating.

Dreamtique Dreamtique You are tagged in the tab of William in the sub tab Tourmaline, but you should also read the Valentin tab.

Bacon is fluffy Bacon is fluffy You are tagged in both Williams under the Reese sub tab and Valentin tab.

Scrubnoppon Scrubnoppon & Loki777 Loki777 You guys are tagged in the Valentin tab.

Hope that make reading that easier ouo.
 
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Bacon is fluffy Bacon is fluffy Thank you for dissecting that post so expertly~ ^^ I was merely bringing stuffs up, Like you were saying we could just have some of the more specific plays regarding weather case by case basis, I'm fine documenting things better, sorry the past posts that didn't have the best documentation, but I haven't to be honest, really done a RP like this before requiring such, so I'm getting used to it honestly. I'm fine with simplifying things and letting specifics be case by case weather wise, I think the way defensive moves are stated are good, perhaps if it sharply raises defense the defense boost could be greater. I like your evasion move idea. I would like a working harsh sunlight condition for this though, that we can all agree on. Overall we should probably clarify and simplify, as I was just throwing things out there.
 
Bacon is fluffy Bacon is fluffy Thank you for dissecting that post so expertly~ ^^ I was merely bringing stuffs up, Like you were saying we could just have some of the more specific plays regarding weather case by case basis, I'm fine documenting things better, sorry the past posts that didn't have the best documentation, but I haven't to be honest, really done a RP like this before requiring such, so I'm getting used to it honestly. I'm fine with simplifying things and letting specifics be case by case weather wise, I think the way defensive moves are stated are good, perhaps if it sharply raises defense the defense boost could be greater. I like your evasion move idea. I would like a working harsh sunlight condition for this though, that we can all agree on. Overall we should probably clarify and simplify, as I was just throwing things out there.
Naw, when I ask if we should up the attacks from 1 to 2, that's throwing ideas out there. You've put a lot of thought into this and I'd like to add official weather effects. If you don't mind revising them a bit and only including major cornerstone facts like with your sunny day mention of solar beam and synthesis, I'd be happy to tweak it and add them as official rules. Hail and sandstorm are a little bloated is all.

So what's the most important thing you want from harsh sunnny day then?
 
Loki777 Loki777 Dreamtique Dreamtique Scrubnoppon Scrubnoppon Bum Bear Bum Bear

Just a reminder, you're free to explore the island, train, rp amongst yourselves how you wish before we do the official commencement ceremony. Dictate the flow for me and I'll facilitate whatever you want to do with npc's. Otherwise we can time skip to the opening ceremony if we all unanimously decide to do nothing more with their next posts. :P

With that, I'm not planning on changing the amount of moves or damage from attacks anytime soon. What I will do however, is start with a draft for evasion, other status effects like lowered accuracy or other types of buffs. It's high time the battle rules were spiffed up to be more organized lol. With that being said, if you have anything you want to add about the weather stuff, lemme know. I know loki wants harsh sunny day and it would be nice to have official rules for sunny day and such. So if no one has anything to add, I'll be using loki's modified version and add them to the rules.

(Basically the opposite of Sunny day in terms of effect)
Rain dance: While Rain Dance is in effect, the base damage of Water-type moves will be increased by 1, whereas the base damage of SolarBeam and Fire-type moves will be decreased by 1 Additionally, Synthesis, Morning Sun, and Moonlight will recover only half as much HP as under clear conditions. Thunder hits 100% of the time, ignoring evasion and accuracy completely.
If anyone has any objections to me taking out the electric attack bit, lemme know.
 
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Bacon is fluffy Bacon is fluffy yeah I mean i'm fine with the thunder thing personally, I mean the mechanic has been around since gen 1 or 2 literally, not entirely sure the logic, but it could be removed, also nice post!~
 
Loki777 Loki777
You talking about why thunder gets 100% accuracy?
That's a great question. I have no clue myself. I mean
I know the science behind lightening, but why is has increase
accuracy I have no clue -3-.
 
Bacon is fluffy Bacon is fluffy yeah I mean i'm fine with the thunder thing personally, I mean the mechanic has been around since gen 1 or 2 literally, not entirely sure the logic, but it could be removed, also nice post!~
I'll decide after hearing a few other opinions on the subject.

Thanks, sorry our posts went over your heads. It was for the sake of world building and in the future, I hope you guys will be the ones giving the dramatic speeches and doing the heavy lifting. So i can just respond :P
 

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