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92971 No.6645   [Delete]   [Edit

Howdy folks! I'm your friendly neighborhood Varnock here to ask about interest in a Pokemon Tournament held within Aurora. With the recent spike of trainers and interest in pokemon, I figured it might be fun to see if anyone wanted to test their skills/teambuilding/writing against other people in a battle of awesome.

Of course I can't set something like this up without people to participate -not to mention I'd like ideas/suggestions as well- so please pitch in any thoughts or just say hey if you have people that would join up.

As a side note this will be run by the Aurora branch of Rainy Sky and there WILL be swell prizes should it actually happen.

THIS POST WILL BE EDITED TO SHOW RULES
Rules:

No Legendary Pokemon. Sorry folks, they just aren't fair.

Three pokemon a battle. More makes it drag on too long, trust me on this from experience. If you don't have three due to some of them being legendary, then TR will supply rentals using a random pokemon generator and I'll personally make them as good as I possible can if the person doesn't want to make their own movesets.

Last edited 15/07/24(Fri)15:22.

>> No.6646   [Delete]   [Edit]
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I'd totally be up for doing this with some of my peeps. I'm curious as to how you intend to handle the battles, however. How much of it is going to be freeform and so on.

>> No.6647   [Delete]   [Edit]

>>6646
Well in all honestly I'd like to play it like we did on a forum I used to frequent, but I know that's not going to go over terribly well.

It's likely going to be all freeform, if only due to a lack of ways to actually do it, but I'd like to encourage talking between the players to get cooperation going. I understand that no one will want to lose a battle, but there's only so much we can do unless we work out a dice system of some sort. I mean we COULD use dice rolls where under a certain threshold is a miss and above is a crit, but that would take some fleshing out considering how much accuracy can vary, not to mention additional effects like confusion and what not.

Got any suggestions for how to handle it?

Also, I'll update the OP with rules as we come up with them.

>> No.6648   [Delete]   [Edit]
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>>6647
Past experience is telling me that going with a mostly freeform format with some dice rolls would be best. That way people will have the freedom to be creative with their Pokemon and their abilities, but with dice rolls keeping people from going "NO MY POKEMON IS SO BADASS THAT IT CAN TANK ANYTHING THAT HITS IT!"

...Hm, maybe we could have dice rolls decide whether something is a hit, a miss, or a crit, then have a sort of point score to determine how much punishment a Pokemon can take.

>> No.6649   [Delete]   [Edit]

>>6648
A point score would be too hard to make, I'd say. Pokemon vary far too much considering how their trainers might train them, it would take ages to come up with one for every pokemon, especially for people who aren't as familiar with the meta and just want to have fun. I say we play the damage by ear, but be realistic about it. If someone is taking things too far we'll just take them aside and let them know.

I like the other one though. Maybe have the standard be something like below a certain miss, above a certain crit, and the rest hit. That way we can adjust up or down as people use evasion/crit boosting moves. We can also adjust for the accuracy changes between something like a 100% accuracy move and a 70%.

>> No.6650   [Delete]   [Edit]
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>>6649
Yup, that's always been an issue with trying to come up with a system for doing battles in this place. So as you said when it comes to damage we'll just have to pay attention to the battles and speak up if it seems like someone is pushing things a little too far.

As for accuracy rolls, what you're suggesting sounds about right to me. We could use a d20 for it and have the base values be...Say...Five and below being a guaranteed miss, fifteen and above being a critical hit. With everything in between being an average hit open to creativity and freeform.

>> No.6651   [Delete]   [Edit]

>>6650
Personally I would put the crit up at 18. Otherwise a Super Luck Absol or some such would roflstomp its way through the entire thing. It's too easy to raise crit, and believe me when I say I know how easy it is to abuse such systems, having done it myself for fun a few tiems.

>> No.6652   [Delete]   [Edit]
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>>6651
Yeah, I was just thinking that fifteen might be a little high for crits. So maybe just say that fifteen and up is a guaranteed hit, with eighteen being a crit on top of that?

>> No.6653   [Delete]   [Edit]

>>6652
Sounds like a good plan to me.

So let me ballpark this using a base 100% with no additional effects or modifiers.

A d20 where five or below is a miss, 6 to 14 is a potential hit, and 15 to 20 is a hit, 18 and higher being a crit on top of the hit?

>> No.6654   [Delete]   [Edit]

>>6653
Every move having 75% accuracy at best sounds a little sketchy to me, what with how much moves can vary. Of course, moves with guaranteed 100% accuracy also sounds like bs in its own right, but area moves like Earthquake and Surf should have a higher chance to hit, I'd imagine.

But of course, then you get into a problem with trying to run things on a case-by-case basis, where different rolls mean different things for every move. I'd ballpark it at 85% accuracy, so 3 and under is a guaranteed miss. That keeps things out of the Blizzard/Focus Miss (:V) territory, while still providing a reasonable chance of a move missing at a crucial time.

>> No.6655   [Delete]   [Edit]

>>6654
See I've had this same talk with people back in TR many times over the years, and I still stand by the fact that I think it makes more sense like that. It makes it seem like the pokemon are actively trying to evade attacks. In my opinion things hit far too often in the games.

>> No.6656   [Delete]   [Edit]
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>>6648
>>6653
I think that sounds good personally, only suggestion is maybe lowering the potential hit to 12 and allow an evade roll to counter it, if you can roll a 10 or above to evade you can successfully evade the roll, as long as you act out the means they evade in freeform.

If that works then on every turn two rolls will be made, an evasion roll and an attack roll.

HP and KOs would most likely have to work in freeform but as long as it makes sense (IE no saying a Pikachu is somehow going to survive a Golem's Earthquake) it should work.

>> No.6657   [Delete]   [Edit]

>>6656
What about the evade roll having to beat their roll instead? That way we can make it nice and simple to contrast the attack roll lol. I don't want to stick too much work on people just for a battle too.

>> No.6658   [Delete]   [Edit]
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>>6654
>>6655
I'm of the same opinion as Varnock here...Moves in the game hit way too often for my liking, at least when trying to convert them into a freeform RP like this. In the manga and the anime you always have Pokemon actually making an effort to dodge attacks, so having moves in general be a little less accurate seems reasonable to me.

Ultimately, trying to simulate the game mechanics in a setting like this isn't going to work, the best we can do is come up with a basic hit/miss system and leave the rest to freeform, cooperation, and good judgment.

>>6656
I feel that having a second evasion roll is a little unnecessary myself. Unless we do away with the base hit/miss values and do opposed rolls instead.

>>6657
And again, I'm agreeing with Varnock. The simpler the system the better, because not everyone is going to want to do all the number crunching and hard work of a complex system, especially those who are less autistic about all the numbers involved in Pokemon. And that aside it will really slow down the battles and by my opinion make them less fun when creativity gives way to pure number crunching and calculations.

Last edited 15/07/24(Fri)17:09.

>> No.6659   [Delete]   [Edit]

>>6658
We're going to have to roll twice either way if we do that, so either works. I personally just dislike opposed rolls. Thoughts from anyone else?

>> No.6660   [Delete]   [Edit]

>>6658
[numbers autism intensifies]

Okay, when you put it that way, it sounds fine. But I don't particularly want the two-roll thing, that just sounds overly complicated.

edit: Opposed rolls also sounds like something we don't particularly need...

Last edited 15/07/24(Fri)17:16.

>> No.6661   [Delete]   [Edit]

>>6657
That could work out pretty easily as well.

>> No.6662   [Delete]   [Edit]

>>6660
I roll to evade seems pretty normal to me, and it would just be an opposed roll for that one rather than anything complicated. It's the attacking roll that would get modifiers.

>> No.6663   [Delete]   [Edit]
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I'm game for that. Just gotta decide a third Pokemon for my one trainer character :v

>> No.6664   [Delete]   [Edit]
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>>6660
>>6662
I'm honestly not all that fond of doing opposed rolls either, and having a secondary evasion roll for dodging attacks seems unnecessary and just adds more rolls to be done.

That's just my opinion, however.

>> No.6665   [Delete]   [Edit]

>>6664
Alright, we'll just go with the one roll then. I guess it makes more sense anyways, what with the evasion boosts you could get. The potential to make this a missfest would be too high.

>> No.6666   [Delete]   [Edit]
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>>6665
That is one of my concerns, yeah. With a secondary dodge roll on top of evasion/speed boosting moves, battles could easily devolve into missfests.

>> No.6667   [Delete]   [Edit]

>>6666
Speaking of speed, what are we going to do with that? I'm all for ignoring it like we did in TR, it's too much complication.

>> No.6668   [Delete]   [Edit]

>>6667
Speed? What's that?

Yes, I'm all for ignoring it as well. Besides, it'd be hilarious to see a Shuckle or a Snorlax moving as fast as a Jolteon to dodge things.

>> No.6669   [Delete]   [Edit]
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>>6667
>>6668
Speed I think would fall into the gap between guaranteed hits and misses. Relying more on freeform and the judgment of the players involved.
As for moves that normally boost speed, maybe mechanically they can just boost the evasion rate instead? Although if so we should place a limit on how many evasion buffs can be in place at once, or something like that.

>> No.6670   [Delete]   [Edit]

I'd go with speed either being ignored or used to justify a better chance of evasion.

>> No.6671   [Delete]   [Edit]

>>6670
>>6669
>>6668
Alright seeing as no one else added anything we'll go off of what we have so far.

What do you two propose for how speed can effect evasion?

Do we even want to bother since it will mean everyone has to know their speed?

These are the two questions I ask since it was tied.

>> No.6672   [Delete]   [Edit]
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>>6671
The idea I have rattling around in my head is that we just have speed buffing moves do the same thing as evasion buffing ones for the sake of dice rolls. Because beyond evasion and accuracy I don't see trying to implement hard stats doing all that well.

>> No.6673   [Delete]   [Edit]

>>6672
With a max modifier of +5 like the games maybe? Ten seems like a fair number.

Speaking of, we're sure on 1-5 being dodge, 10-17 being hit, and 18+ crit? No more than five more for dodge and three for crit? No max on increasing hit chance?

This is what I'm imagining, at least.

>> No.6674   [Delete]   [Edit]

The official first test has been a resounding success! While some shenanigans MIGHT have marred things a tad, it was all made up for in the end by the dice gods smiling down upon us.

Unless someone shows up to say something else in the next day or so I'll be making an RPi thread to really get this started alongside an IC announcement.

>> No.6675   [Delete]   [Edit]

>>6672
And then Double Team + Agility became the new meta. I still say just ignore it like we have been thus far...

>> No.6676   [Delete]   [Edit]

>>6675
That's why we put a cap on it. I just abused dodge as much as I could in as short a time as possible and didn't really see much change in the overall battle.

So yeah, I think we can just use speed as another source of evasion. If it somehow becomes a problem we'll deal with it as it comes.

>> No.6677   [Delete]   [Edit]

>>6676
Can we at least ignore base speed, then? Modifiers are fine, but I don't want to have to sort all the Pokemon by base speed just to find the one or two I'm looking for.

>> No.6678   [Delete]   [Edit]

>>6677
Yes, base speed will be ignored entirely.

>> No.6681   [Delete]   [Edit]
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This just came up while I was doing a battle with Molk...How should we handle defense moves like Protect, Detect, King's Shield, and so on?
They seem to be dependent on each player inputing their moves at the same time, and could be used to cheese pretty easily if you know what the other person is going to do ahead of time.

>> No.6682   [Delete]   [Edit]

>>6681
This one has always been a bit of a tough one. In my opinion it's best to let it override the last move used, still taking your turn of course, but going on a cooldown afterwards. I'm not sure how many turns would make a good cooldown though. Three?

As an aside, a moveset will be required for pokemon being entered to prevent cheating. I'm not sure how to go about this though, as publicly posting those would likely result in people preparing a team to counter as much as possible.

Thoughts?

>> No.6683   [Delete]   [Edit]
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>>6682
I'm liking the cooldown idea, and three turns seems reasonable enough to me since in game they tend to fail if used multiple times in a row.
So, how would that look in battle? If you want to use it to negate a move, you use it in your post then go and do another move?

As for posting movesets in preparation for the tourny, in theory that seems reasonable enough. But like you I'm worried about some people waiting until the last moment so they can base their teams on countering everyone else.

>> No.6684   [Delete]   [Edit]

>>6683
That's where another issue comes up. I mean we could have them go to someone overseeing things and just tell them 'Hey, I'm prepping protect this turn', but that might make things obvious. If we go off of how the games work, then the opponent would get their next turn right off. It's why I mostly saw it used to protect from massive damage rather than just any move.

King's Shield being the exception, of course, due to what it does. I'd sure as hell be using it as often as possible lol.

On the subject of moves though we could just have them sent via pastebin to someone or other. I'd volunteer myself, but I'm not around enough, so I suggest three people total, though I have no particulars on who does it. If there is any worry about THOSE people cheating, they can give THEIR movesets to one of the other overseers.

That made sense, right?

>> No.6685   [Delete]   [Edit]
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Yvette would be game for a tourny. And so far everything seems to be working fine with the system.

>>6684
Yes, that made sense, Varn.

>> No.6686   [Delete]   [Edit]
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>>6684
Hm, relying on an overseer for Protect moves seems a little too much...And yeah, King's Shield and Spiky Shield both have properties that make them useful for more than just protecting from moves, which complicates things a little.

As for move lists for the tourny, having an overseer(s) who gathers the lists from everyone and saves them on a pastebin might work. I'm sure we could get some mods who won't be participating to handle that.

>> No.6687   [Delete]   [Edit]

>>6686
Probably best to just have it take the turn then. That's the easiest way to go about things, and it IS how the games handle it too... I mean there are other ways we could do it, but they'd honestly just over complicate things and be unnecessary for something that isn't a pokemoncentric RP.

>>6685
Oh good. I was reading it again and had one of those moments where you look at something too long and it starts to look strange.

>> No.6688   [Delete]   [Edit]

>>6687
Oh, while working on Yvette's team, something inside it came up and I was wondering how multi-hit moves like Double Slap, Bullet Seed, Shell Cannon, etc, are handled. Maybe I missed it but I didn't see anything on them when I went back over the thread.

>> No.6689   [Delete]   [Edit]
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>>6687
Righto, so to sum it up...Protect moves can be used to negate your opponent's attack but counts towards your turn like any other move, and have a three turn cooldown. Does that sound about right?

>>6688
Hm, multihit moves...Maybe we could just do a single attack roll then a 1dX roll for how many times it actually strikes.

>> No.6690   [Delete]   [Edit]

>>6689
Exactly!

>>6688
A quick 1d5 (Or whatever amount is required)as kana suggests should do perfectly.

NOW THEN! Seeing as we've exhausted just about everything I can think of mechanics wise I'm going to go make the RPi thread. LOOK FORWARD TO IT.

>> No.6691   [Delete]   [Edit]

Alright, the Signup thread can be found here:
https://aurorachan.net/rpi/res/12097.html

I'm now looking for up to three people interested in being overseers for the moves and also taking suggestions for prizes.

So far I'm thinking a Key Stone and Mega Stone, a shiny pokemon, and maybe a set of TMs for potential prizes. Thoughts?

>> No.6692   [Delete]   [Edit]
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>>6691
Those prizes sound pretty good to me. Maybe have the TMs be special versions that contain Tutor and/or Egg moves.

>> No.6693   [Delete]   [Edit]

>>6692
I'll probably let anyone that placed keep any loaners they used too. More incentive that way.

>> No.6737   [Delete]   [Edit]
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SOON.



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