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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.

Pirahordica_King
07-14-2006, 8:29 PM
Spare us from pokemon!

Giggilyomeromicon
07-14-2006, 8:31 PM
Spare us from pokemon!
Your just pissy because you can't understand it. :P

SkyScraper
07-14-2006, 8:45 PM
Sounds like a little too much math to want to figure out. If your going to really make this happen, you might want to dumb it down a little.

...Maybe chart would help.

Pirahordica_King
07-14-2006, 8:47 PM
hey, I saw that saying that you did not either giggly!

Giggilyomeromicon
07-14-2006, 9:02 PM
hey, I saw that saying that you did not either giggly!

It was there to make the post sound like less of a flame. I do understand the concept.

SuperPikachu2007
07-14-2006, 10:05 PM
I'll choose six.

Pichu (ELECTR), Torchic (FIRE), Mudkip (WATER), Treecko (GRASS), Bagon (DRAGON), Ralts (PSYCHC).
That gives me 60 initial points + 0 bonus points = 60 total points

Pichu's 4 moves:
Thundershock - MED
Headbutt - MED-HIGH
Sweet Kiss - UTIL
Thunder Wave - UTIL
BT - Sweet Kiss then Thundershock or Headbutt

Torchic's 4 moves:
Ember - MED
Scratch - MED
Growl - UTIL
Peck - MED
BT: Growl then Ember/Scratch/Peck

Mudkip's 4 moves:
Water Pulse - MED
Mud Slap - LOW
Rain Dance - UTIL
Tackle - MED
BT: Rain Dance then Water Pulse

Treecko's 4 moves:
Absorb - MED
Bullet Seed - LOW
Pound - MED
Quick Attack - MED
BT: If HP low, Absorb to restore

Bagon's 4 moves:
Dragon Claw - MED-HIGH
Ember - MED
Toxic - UTIL
Focus Punch - VERY HIGH
BT: Toxic if battle gets tough, Focus Punch if foe uses a lower accuracy move and misses

Ralts' 4 moves:
Confusion - MED
Calm Mind - UTIL
Shock Wave - MED
Imprison - UTIL
BT: Calm Mind then Confusion or Shock Wave

There are 6 TM moves in my team, that leaves my points to 54.

I'll choose six.

Pichu, Torchic, Mudkip, Treecko, Bagon, Ralts.
That gives me 60 initial points + 0 bonus points = 60 total points

Pichu's 4 moves:
Thundershock - MED
Headbutt - MED-HIGH
Sweet Kiss - UTIL
Thunder Wave - UTIL
BT - Sweet Kiss then Thundershock or Headbutt

Torchic's 4 moves:
Ember - MED
Scratch - MED
Growl - UTIL
Peck - MED
BT: Growl then Ember/Scratch/Peck

Mudkip's 4 moves:
Water Pulse - MED
Mud Slap - LOW
Rain Dance - UTIL
Tackle - MED
BT: Rain Dance then Water Pulse

Treecko's 4 moves:
Absorb - MED
Bullet Seed - LOW
Pound - MED
Quick Attack - MED
BT: If HP low, Absorb to restore

Bagon's 4 moves:
Dragon Claw - MED-HIGH
Ember - MED
Toxic - UTIL
Focus Punch - VERY HIGH
BT: Toxic if battle gets tough, Focus Punch if foe uses a lower accuracy move and misses

Ralts' 4 moves:
Confusion - MED
Calm Mind - UTIL
Shock Wave - MED
Imprison - UTIL
BT: Calm Mind then Confusion or Shock Wave

There are 6 TM moves in my team, that leaves my points to 54.

Giggilyomeromicon
07-14-2006, 10:11 PM
Pikachu, I think she just wants us to check her system for errors. By the way, private is the only way to go. That way people don't just build parties to counter other people's

SuperPikachu2007
07-14-2006, 10:12 PM
If I send out Pichu first and someone drags out a GROUND type, I switch to Mudkip and use WATER attack.

Giggilyomeromicon
07-14-2006, 10:15 PM
If I send out Pichu first and someone drags out a GROUND type, I switch to Mudkip and use WATER attack.

Thats not the point. We need to do it privately so someone doesen't just make a party to counter another party. Also to add surprise.

By the way, Wabaa whatever needs to be banned from the game.

B.A.Baracus
07-14-2006, 10:20 PM
Seal, when I asked if you had a poke fedish you said "no" ;)

Seal
07-15-2006, 8:52 AM
Seal, when I asked if you had a poke fedish you said "no" ;)
while i might be amused by these monsters, it doesnt make me have sexual fantasies with them.

and yes, this would like some simplifying. or automagic.

Pirahordica_King
07-15-2006, 8:54 AM
NO POKEMON! For the love of god, spare us!

Ktan
07-15-2006, 9:02 AM
NO POKEMON! For the love of god, spare us!

PK, gtfo of this thread. If you don't like it, don't click the fucking post button.

I personally will only follow this with ague passing interest. Pokemon ain't really my bag anymore and I won't be joining. However, I would like to vote and state that private setup is a must.

Seal
07-15-2006, 1:30 PM
PK, gtfo of this thread.i concur.

i'm planning to do this more distributed, with everyone getting one monster at a time, with chances to rethink them once in a while.
current style of the rp will be story-driven cooperative. with some battling with each other but not all the time. makes for less calculation and playability since npcs dont whine about unfairness.

Giggilyomeromicon
07-15-2006, 2:58 PM
Omg idea for leveling up.

The points that are left over that you give to your pokemon are in turn devided into the catagories of:


Attack - Defence (say if you have 100 attack to 0 defence, that would mean that you would have a 100% chance of a critical hit. Defence also subtracts from a critical hit. This only effects low/medium attacks)

Accuracy - Evasiveness (You subtract the Evasiveness from the Accuracy, and the remaining didget(s) are the chance you are evaded)

Sp. Attack - Sp. Defence (same as Attack and Defence, except these deal with the high level attacks)

You can choose what points go into what catagory. Say if I have

Attack: 10
Defence: 8
Accuracy: 12
Evasiveness: 6
Sp. Attack: 4
Sp. Defence 6

I would have an XP bar of 46 (add all the numbers). If you faint a pokemon, you take the amount of their XP bar and devide it by 3. So if I were to faint one with the same stats, I would gain 15 XP (Fuck the numbers after the .). so then I would subtract my 15 XP from my stat bar giving me 31 XP left to level up. Upon leveling up, I would gain 3-4 more points for stats.

Btw, a critical hit would double the amount of damage you do.

Seal
07-15-2006, 3:05 PM
that means increasing the amount of numbers associated with each mo, though. more hassle with battling as well, with dice to roll. dice are somewhat tricky here.

Giggilyomeromicon
07-15-2006, 3:07 PM
that means increasing the amount of numbers associated with each mo, though. more hassle with battling as well, with dice to roll. dice are somewhat tricky here.

Meh, we can whore the bots on IRC for the dice rolling. And I'm starting up school soon, so I should be getting the hang of math again :/.

Seal
07-15-2006, 3:36 PM
yes.
anyway, i'm opting for a somewhat lighter way of doing this -- i keep the approximate power values with me (somewhat hidden. i'll give clue of the monsters' power though) and decide the winner from the type verses and power. i'll have dice to decide stalemates and other annoyingly equal-powered fights.
gives for less theoretising and faster play. and artistic freedom, too!

current status: Done

SuperPikachu2007
07-15-2006, 6:47 PM
Why did I vote for public? I know I'm not gonna win the vote. VOTE FOR PRIVATE!

Ktan
07-16-2006, 8:08 AM
Good luck in your RP, I see it's up now.

All the best :D

SuperPikachu2007
07-16-2006, 2:56 PM
Check out if i'm right. Do I do the honors of winning? or try to win?

or am I gonna make it look good when I lose?