Seal
07-14-2006, 7:47 PM
this is a preliminary draft for Pokemon forum RP mechanics.
I have planned using this after we make sure we have little loopholes or obvious abuses left.
the purpose of this thread is to collaboratively improve this mechanic, which I believe is somewhat suitable for forum rping while not wandering too far from the original games.
breaking or bending the rules of the original games should be avoided if possible, but for convenience we can do exceptions.
also, take a look at the poll. there's two possible ways to play the game.
points to "purchase" monsters: 60 (ie. 10 per mo if 6 is chosen). the more points a mo gets, the more effective it is.
if two mo's have both types the same (flying/normal and flying/normal) 4 points are granted to the pool.
if three, 7 points are granted to the pool. (overrides above)
if four, 9 points are granted to the pool.
if five, 11 points are granted to the pool.
if six (you pervert), 13 points are granted to the pool.
so, if you have six Pidgeys, you have 73 points to share between them. more to come:
if two mo's have other types the same (ie. flying/steel and flying/normal), 2 extra points are granted to the pool.
if three, 3 points, four, 4 points etc.
so if you have 6 flying pokemon, you can have 66 points to distribute. that's one extra for everyone.
this does stack with the above, so you'd actually have 79 points with six Pidgeys.
the bonus points are counted from the final set, with evolved monsters.
that's for the specialists.
you don't have to get full team of six either. you can have anywhere from 1-6, but because one with power of 60 is wtfown to a 10-powered mo, theres some restrictions.
if you have 5 monsters, your pool is deducted by 5.
if you have 4 monsters, your pool is deducted by 10.
if you have 3 monsters, your pool is deducted by 15.
if you have 2 monsters, your pool is deducted by 20.
if you have one monster, your pool is deducted by 25.
so if you get just one mo, you have 35 points to give it. it's still powerful than anyone else but at least it isnt invincible.
and how do we spend those points?
you choose 1-6 non-evolved non-legendary monsters. so no Mewtwos here, he's imba.
you can evolve those with 1 point cost, but you can't have the most advanced techniques with a fully evolved mo. but a fully evolved mo has more power behind his/her less sophistecated attacks and endures more.
mo techniques are from the Ruby/Sapphire/Emerald pool. if you evolve your mo once, you can't have the 2-5 highest leveled skills. depends on the pool, i'll check them one by one. if you evolve your mo twice, you can't have 3-7 highest leveled skills. again, depends. these arent hard limits but generally gives less evolved monsters more utility and more powerful attacks while sacrificing durability.
you can buy TM skills at 1 point cost, no limit on how many of these but the TM has to be compatible. Again, Ruby/Sapphire/Emerald TMs. No HM moves.
finally, the remaining points give the 'power level' of the monster.
the power level is multiplied by 1.5 per evolution. it gives an overall image of the mo's capabilities -- and generally decides the fate on fights. powerful abilities will modify this further. not to forget type and ability modifiers.
so, lets make a example setup.
six monsters:
original:
dratini (DRAGON)
spheal (:>) (WATER/ICE)
magnemite (ELECTRIC/STEEL)
trapinch (GROUND) + 1 with numel/GROUND!
numel (GROUND/FIRE) + 1 with trapinch/GROUND!
tropius (GRASS/FLYING)
that gives 62 points.
evolved:
dragonite (DRAGON/FLYING) +1 with flygon/DRAGON! +1 with tropius/FLYING! -2 for evolving (dratini->dragonair->)!
spheal (WATER/ICE)
magnemite (ELECTRIC/STEEL)
flygon (GROUND/DRAGON) +1 with numel/GROUND! +1 with dragonite/DRAGON! -2 for evolving (trapinch->vibrava->)!
numel (GROUND/FIRE) +1 with flygon/GROUND!
tropius (GRASS/FLYING) +1 with dragonite/FLYING!
that gives 62 points for distributing for TM skills and finally power..
Dragonite skills (-4 skill cap due to evolves):
Dragon Rage MED (power)
Thunder Wave UTIL
Twister LOW
Slam MED-HIGH
Base tactic: Thunder wave, then hit with power attacks.
Spheal skills:
Defence Curl UTIL
Ice Ball VERY HIGH
Body Slam MED-HIGH
Sheer Cold 1HITKO
BT: Sheer cold if foe has less power than Spheal does, otherwise Defence Curl and Ice Ball
Magnemite skills:
Lock-On UTIL
Zap Cannon HIGH
Metal Sound UTIL
Sonicboom LOW
BT: Metal sound first, then lock on and zap cannon.
Flygon skills (-3 skill cap due to evolves):
Dragonbreath MED
Crunch MED-HIGH
Sand-Attack UTIL
Sand Tomb LOW
BT: Sand Tomb, continue with power attacks.
Numel skills:
Focus Energy UTIL
Flamethrower HIGH
Earthquake HIGH
Double-Edge HIGH
BT: Focus energy and start melting faces with EQ or Flamethrower.
Tropius skills:
Sunny Day UTIL (-1p due to TM11 ability)
Solarbeam HIGH (MED without sunny day, 60 power per turn)
Body Slam MED-HIGH
Synthesis UTIL
BT: Use sunny day and proceed with Solarbeams. Extra durability due to synthesis.
Remaining points: 61, not bad.
Final points:
Dragonair 12*1.5*1.5 -> 27 base power
Spheal 9 base power
Magnemite 10 base power
Flygon 10*1.5*1.5 -> 23 base power
Numel 11 base power
Tropius 9 base power
Power has dual purpose, durability power and attack power. Attack power is multiplied by type verses and does not go down without utility abilities modifying it. Durability power is basically HP.
So, my Dragonair got 27 durability and attack power. If you hit my dragonair with a very high power attack, i lose 80% of it. 40% if i got .5x resist. 20% if i got .25x resist. Die if 2-4x weakness.
Attack power doesn't actually have any damage purpose, its just for reference here. Higher attack power attacks always first, and it has to be taken into account.
Attacks needing loading have their effective power halved.
If paralysing attack is used, all attacks by the paralysed mo have their effective power halved.
A mo is confused for 3 turns, and hurts self twice (first and third turn) with a low power attack.
VERY HIGH (120-150) power abilities are instant win if 2x weakness or enemy has .8 times or less of user's power.
HIGH power (80-110) abilities are instant win if 2x weakness or enemy has .6 times or less of user's power.
MED-HIGH (70-80) power abilities are instant win if 4x weakness or enemy has .4 times or less of user's power.
MED (40-60) power abilities are not instant win. Kills if enemy has .3 times or less of user's power.
LOW (10-30) power abilities are not instant win. Kills if enemy has .2 times or less of user's power.
If not instant win, exchange hits until either faints due to <0 durability power.
Trainer fights are fought one monster at a time. Optionally a turn a time over at IRC with a referee or two. Battles should not last for very long.
I have planned using this after we make sure we have little loopholes or obvious abuses left.
the purpose of this thread is to collaboratively improve this mechanic, which I believe is somewhat suitable for forum rping while not wandering too far from the original games.
breaking or bending the rules of the original games should be avoided if possible, but for convenience we can do exceptions.
also, take a look at the poll. there's two possible ways to play the game.
points to "purchase" monsters: 60 (ie. 10 per mo if 6 is chosen). the more points a mo gets, the more effective it is.
if two mo's have both types the same (flying/normal and flying/normal) 4 points are granted to the pool.
if three, 7 points are granted to the pool. (overrides above)
if four, 9 points are granted to the pool.
if five, 11 points are granted to the pool.
if six (you pervert), 13 points are granted to the pool.
so, if you have six Pidgeys, you have 73 points to share between them. more to come:
if two mo's have other types the same (ie. flying/steel and flying/normal), 2 extra points are granted to the pool.
if three, 3 points, four, 4 points etc.
so if you have 6 flying pokemon, you can have 66 points to distribute. that's one extra for everyone.
this does stack with the above, so you'd actually have 79 points with six Pidgeys.
the bonus points are counted from the final set, with evolved monsters.
that's for the specialists.
you don't have to get full team of six either. you can have anywhere from 1-6, but because one with power of 60 is wtfown to a 10-powered mo, theres some restrictions.
if you have 5 monsters, your pool is deducted by 5.
if you have 4 monsters, your pool is deducted by 10.
if you have 3 monsters, your pool is deducted by 15.
if you have 2 monsters, your pool is deducted by 20.
if you have one monster, your pool is deducted by 25.
so if you get just one mo, you have 35 points to give it. it's still powerful than anyone else but at least it isnt invincible.
and how do we spend those points?
you choose 1-6 non-evolved non-legendary monsters. so no Mewtwos here, he's imba.
you can evolve those with 1 point cost, but you can't have the most advanced techniques with a fully evolved mo. but a fully evolved mo has more power behind his/her less sophistecated attacks and endures more.
mo techniques are from the Ruby/Sapphire/Emerald pool. if you evolve your mo once, you can't have the 2-5 highest leveled skills. depends on the pool, i'll check them one by one. if you evolve your mo twice, you can't have 3-7 highest leveled skills. again, depends. these arent hard limits but generally gives less evolved monsters more utility and more powerful attacks while sacrificing durability.
you can buy TM skills at 1 point cost, no limit on how many of these but the TM has to be compatible. Again, Ruby/Sapphire/Emerald TMs. No HM moves.
finally, the remaining points give the 'power level' of the monster.
the power level is multiplied by 1.5 per evolution. it gives an overall image of the mo's capabilities -- and generally decides the fate on fights. powerful abilities will modify this further. not to forget type and ability modifiers.
so, lets make a example setup.
six monsters:
original:
dratini (DRAGON)
spheal (:>) (WATER/ICE)
magnemite (ELECTRIC/STEEL)
trapinch (GROUND) + 1 with numel/GROUND!
numel (GROUND/FIRE) + 1 with trapinch/GROUND!
tropius (GRASS/FLYING)
that gives 62 points.
evolved:
dragonite (DRAGON/FLYING) +1 with flygon/DRAGON! +1 with tropius/FLYING! -2 for evolving (dratini->dragonair->)!
spheal (WATER/ICE)
magnemite (ELECTRIC/STEEL)
flygon (GROUND/DRAGON) +1 with numel/GROUND! +1 with dragonite/DRAGON! -2 for evolving (trapinch->vibrava->)!
numel (GROUND/FIRE) +1 with flygon/GROUND!
tropius (GRASS/FLYING) +1 with dragonite/FLYING!
that gives 62 points for distributing for TM skills and finally power..
Dragonite skills (-4 skill cap due to evolves):
Dragon Rage MED (power)
Thunder Wave UTIL
Twister LOW
Slam MED-HIGH
Base tactic: Thunder wave, then hit with power attacks.
Spheal skills:
Defence Curl UTIL
Ice Ball VERY HIGH
Body Slam MED-HIGH
Sheer Cold 1HITKO
BT: Sheer cold if foe has less power than Spheal does, otherwise Defence Curl and Ice Ball
Magnemite skills:
Lock-On UTIL
Zap Cannon HIGH
Metal Sound UTIL
Sonicboom LOW
BT: Metal sound first, then lock on and zap cannon.
Flygon skills (-3 skill cap due to evolves):
Dragonbreath MED
Crunch MED-HIGH
Sand-Attack UTIL
Sand Tomb LOW
BT: Sand Tomb, continue with power attacks.
Numel skills:
Focus Energy UTIL
Flamethrower HIGH
Earthquake HIGH
Double-Edge HIGH
BT: Focus energy and start melting faces with EQ or Flamethrower.
Tropius skills:
Sunny Day UTIL (-1p due to TM11 ability)
Solarbeam HIGH (MED without sunny day, 60 power per turn)
Body Slam MED-HIGH
Synthesis UTIL
BT: Use sunny day and proceed with Solarbeams. Extra durability due to synthesis.
Remaining points: 61, not bad.
Final points:
Dragonair 12*1.5*1.5 -> 27 base power
Spheal 9 base power
Magnemite 10 base power
Flygon 10*1.5*1.5 -> 23 base power
Numel 11 base power
Tropius 9 base power
Power has dual purpose, durability power and attack power. Attack power is multiplied by type verses and does not go down without utility abilities modifying it. Durability power is basically HP.
So, my Dragonair got 27 durability and attack power. If you hit my dragonair with a very high power attack, i lose 80% of it. 40% if i got .5x resist. 20% if i got .25x resist. Die if 2-4x weakness.
Attack power doesn't actually have any damage purpose, its just for reference here. Higher attack power attacks always first, and it has to be taken into account.
Attacks needing loading have their effective power halved.
If paralysing attack is used, all attacks by the paralysed mo have their effective power halved.
A mo is confused for 3 turns, and hurts self twice (first and third turn) with a low power attack.
VERY HIGH (120-150) power abilities are instant win if 2x weakness or enemy has .8 times or less of user's power.
HIGH power (80-110) abilities are instant win if 2x weakness or enemy has .6 times or less of user's power.
MED-HIGH (70-80) power abilities are instant win if 4x weakness or enemy has .4 times or less of user's power.
MED (40-60) power abilities are not instant win. Kills if enemy has .3 times or less of user's power.
LOW (10-30) power abilities are not instant win. Kills if enemy has .2 times or less of user's power.
If not instant win, exchange hits until either faints due to <0 durability power.
Trainer fights are fought one monster at a time. Optionally a turn a time over at IRC with a referee or two. Battles should not last for very long.