03 - Battle and Capture Guide
Mar 25, 2019 14:42:39 GMT -6
Post by RASTA on Mar 25, 2019 14:42:39 GMT -6
BATTLE SYSTEM
THIS IS HOW WE DO IT
Pokemon Battling at its core is a turn-based fight to sweep the enemy team before they knock out your entire team first. There are a multitude of abilities that can impact battle and this guideline is designed to streamline your hunt for informative details concerning just exactly how these abilities function. But first it is important to understand the POKEMON REWIND uses a free form policy along with the structure we've provided.
This means that while abilities matter, certain aspects of the game won't matter, particularly stats. While we understand these basically highlight the strengths and weaknesses of a Pokemon, we want to branch away from being completely calculation based. Members are allowed to set a mutual understanding between one another on how they want to conduct their battle, but if no agreement can be made then free form dictates the flow. However, ignoring stats doesn't mean we ignore Stat Multipliers, and it doesn't mean you can't use your numbers to gauge how strong your Pokemon is or how much damage they can withstand and so on. Just don't expect to settle a dispute merely by presenting a damage calculation.
I. TURN-BASED MOVES: Most situations will enforce a strict turn-based encounter where participants may make up to two (2) actions during their posting round. A posting round can therefore be divided into two parts, and everyone's first action happens chronologically from first to last, and the second actions come next in the same order as the first actions. This means if Player One uses Water Gun and Rain Dance, and Player Two uses Thunder Wave and Foul Play, Water gun lands first and next comes Thunder Wave, followed by Rain Dance and then Foul Play.
II. DODGE COUNTERS: A Pokemon at default will have two-out-of-two (2/2) dodges available to them per battle, which can be used to have them evade damage or otherwise mitigate it. Dodge count can be raised through the use of certain abilities, or mimicked by certain moves a Pokemon might be able to learn.
III. STAT BOOSTS: Every Stat affects a specific type of stat; there are Physical Attack and Defense, and Special Attack and Defense. These two are easily understood and basically help boost the Pokemon's sweeping potential or their capacity to wall an opponent's attacks indefinitely. These may stack up to six times, and although there is no fixed rate, stacking multipliers should have considerable impact on the outcome of the battle. Stats go negative and positive six stages, meaning there are a total twelve stages to modifying Pokemon Stats Also, moves that lower an opposing pokemon's accuracy stat are translated as a single dodge.
IV. WEATHER HAZARDS: Weather Conditions Hail and Sandstorm will damage affected Pokemon once per post for a marginal chunk of health, while Rain will empower Water-type moves and Sunlight will empower Fire-type moves. Pokemons with the ability Sand Veil or Sand Cloak, Snow Cloak, Swift Swim and Chlorophyll all have their Dodge Counter capacity doubled to four-out-of-four (4/4) during their respective weather conditions' duration. They may also perform one extra dodge per turn, totaling at two (2) dodges per post. Reinstating the Weather Condition replenishes two-out-of-four (2/4) Dodges, but simply spamming it has no effect on the Dodge count.
V. STATUS CONDITIONS: There is no limit on Pokemon Rewind as to the number of status conditions a Pokemon can be affected by except for the main status conditions of Sleep, Frozen, Burned, (Badly) Poisoned & Paralyzed. The rest act independent and can stack on a single target. These main few however can only be used one per target and may only be replaced when the previous effect is ended. Other than these main conditions there are many others, which function akin to in-game without deviating from their function unless listed here specifying otherwise.
VI. ONE-HIT KNOCKOUT MOVES: These moves cannot be used to their specified effect unless the members agree to the instant knockout potential for their thread, and even then this move can only target Pokemon of a lower level than itself for it to instantly knock them out in one move. Otherwise they are treated as high power moves and dodging won't be necessitated as a result, but still advisable.
I. MOVE POOL: Pokemon may learn up to six (6) moves before they must forget an older move to learn a newer one. Pokemon may learn level moves during a battle but cannot learn from other sources like TMs midway through a battle.
II. BATTLE PRIZES: Members will receive one (1) poke dollar per Pokemon used in a battle. This is doubled if the member is the victor of the match, but is limited at a total of six Pokemon per match. Members are allowed to place wagers on a match as well, though these are unaffected by the current system.
This means that while abilities matter, certain aspects of the game won't matter, particularly stats. While we understand these basically highlight the strengths and weaknesses of a Pokemon, we want to branch away from being completely calculation based. Members are allowed to set a mutual understanding between one another on how they want to conduct their battle, but if no agreement can be made then free form dictates the flow. However, ignoring stats doesn't mean we ignore Stat Multipliers, and it doesn't mean you can't use your numbers to gauge how strong your Pokemon is or how much damage they can withstand and so on. Just don't expect to settle a dispute merely by presenting a damage calculation.
I. TURN-BASED MOVES: Most situations will enforce a strict turn-based encounter where participants may make up to two (2) actions during their posting round. A posting round can therefore be divided into two parts, and everyone's first action happens chronologically from first to last, and the second actions come next in the same order as the first actions. This means if Player One uses Water Gun and Rain Dance, and Player Two uses Thunder Wave and Foul Play, Water gun lands first and next comes Thunder Wave, followed by Rain Dance and then Foul Play.
II. DODGE COUNTERS: A Pokemon at default will have two-out-of-two (2/2) dodges available to them per battle, which can be used to have them evade damage or otherwise mitigate it. Dodge count can be raised through the use of certain abilities, or mimicked by certain moves a Pokemon might be able to learn.
II.a. PROTECT CLAUSE: Moves like Detect and Protect which over a Dodge still come at the cost of a Move, but instead of adding to the Dodge count remain neutral from how Dodges are tallied and maintained for tracking purposes in threads.
III. STAT BOOSTS: Every Stat affects a specific type of stat; there are Physical Attack and Defense, and Special Attack and Defense. These two are easily understood and basically help boost the Pokemon's sweeping potential or their capacity to wall an opponent's attacks indefinitely. These may stack up to six times, and although there is no fixed rate, stacking multipliers should have considerable impact on the outcome of the battle. Stats go negative and positive six stages, meaning there are a total twelve stages to modifying Pokemon Stats Also, moves that lower an opposing pokemon's accuracy stat are translated as a single dodge.
III.a. SPEED CLAUSE: Because Speed doesn't function to determine who moves first, it instead allows for one to increase or decrease the amount of moves they can make in a single post. A Pokemon can at most increase their move count to three (3) from two, and no higher. They can also be lowered to one (1) move count from Speed reductions. Trick Room will lower the enemy and adjacent friendly Pokemon's move count to one (1) and raise the user's to three (3) upon use.
IV. WEATHER HAZARDS: Weather Conditions Hail and Sandstorm will damage affected Pokemon once per post for a marginal chunk of health, while Rain will empower Water-type moves and Sunlight will empower Fire-type moves. Pokemons with the ability Sand Veil or Sand Cloak, Snow Cloak, Swift Swim and Chlorophyll all have their Dodge Counter capacity doubled to four-out-of-four (4/4) during their respective weather conditions' duration. They may also perform one extra dodge per turn, totaling at two (2) dodges per post. Reinstating the Weather Condition replenishes two-out-of-four (2/4) Dodges, but simply spamming it has no effect on the Dodge count.
V. STATUS CONDITIONS: There is no limit on Pokemon Rewind as to the number of status conditions a Pokemon can be affected by except for the main status conditions of Sleep, Frozen, Burned, (Badly) Poisoned & Paralyzed. The rest act independent and can stack on a single target. These main few however can only be used one per target and may only be replaced when the previous effect is ended. Other than these main conditions there are many others, which function akin to in-game without deviating from their function unless listed here specifying otherwise.
V.a. SECONDARY EFFECTS CLAUSE: Thunder Wave rolls a 50% chance to null any Dodges made by the afflicted Pokemon instead of lowering the Speed stat by a single stage. Burn lowers the target's Physical Attack multiplier by one stage. Sleeping and Frozen Pokemon cannot make any actions. These status conditions persist from battle-to-battle if not treated.
VI. ONE-HIT KNOCKOUT MOVES: These moves cannot be used to their specified effect unless the members agree to the instant knockout potential for their thread, and even then this move can only target Pokemon of a lower level than itself for it to instantly knock them out in one move. Otherwise they are treated as high power moves and dodging won't be necessitated as a result, but still advisable.
Miscellaneous Battle Information
I. MOVE POOL: Pokemon may learn up to six (6) moves before they must forget an older move to learn a newer one. Pokemon may learn level moves during a battle but cannot learn from other sources like TMs midway through a battle.
II. BATTLE PRIZES: Members will receive one (1) poke dollar per Pokemon used in a battle. This is doubled if the member is the victor of the match, but is limited at a total of six Pokemon per match. Members are allowed to place wagers on a match as well, though these are unaffected by the current system.
PHARAOH LEAP.