Post by Akira on Jan 29, 2012 17:38:18 GMT -6
Moves Per Turn and Non-standard Actions
Only one move can be used per post. That's it. Whether you use said move for attack or defense is up to you, but, frankly, there are too many potential issues with certain combinations of certain moves being used at the same time, and I'd rather not have to deal with them every time one comes up. So I'm just nipping the whole thing at the bud here and now.
That said, you can also use non-standard actions in the same post. These include using items, dodging attacks, switching Pokemon, and other trainer actions. However, the number of non-standard actions per battle you can use is equal to the number of Pokemon you field in that battle. (Three NSAs for three Pokemon, etc) You can still use more after you reach that limit, but they will take your entire turn rather than being bonus actions. Use them wisely.
Of course, for catching threads, this is slightly different. Since the whole thing is done in one post, then, clearly, you may use more than one move in the post. However, you may not use two moves back-to-back. The opponent must try to make a move between them. You must also take into account things like the charge time for moves like SolarBeam or Skull Bash, or the recovery time for Hyper Beam and Giga Impact. Non-standard actions in these battles are at the player's discretion.
Turn Order
Because we don't use speed as a determining factor for which Pokemon goes first, here are some guidelines:
-In a modded battle, the player always takes the first move.
-In a gym battle, the challenger is always takes the first move.
--In an ordinary PvP battle, this should be agreed on by both players. HOWEVER:
-In PvP for tournaments and similar events, the player who sends out their Pokemon first also gets the first move. As an example, the opening posts could be summarized like this: "Player A sends out Charmander." "Player B sends out Geodude." "Player A uses Metal Claw."
Once the opening move has been posted, opponents alternate turns. As explained above, only one move or turn per post. Even if one Pokemon uses a priority move (explained here) and interrupt's the opponent's previous turn, it is still their turn next.
Switching Pokemon
Normally, switching Pokemon takes up your entire turn. Because of this, a Pokemon that switches in would not be able to use a move in the same turn. However, you can do so by considering the switch a non-standard action. This counts towards your maximum limit, meaning that if you switch and attack in the same turn that's one less dodge, item, etc you can use in that battle. Pokemon with the ability Run Away are able to switch Pokemon freely; in other words, doing so will not take away from the number of NSAs they have left.
Keep in mind that, just like the games, switching Pokemon is not without its risks. Pokemon that switch out are vulnerable to Pursuit, and Pokemon that switch in are vulnerable to entry hazards. While it is possible to switch a Pokemon out for the sake of avoiding damage from an attack, this will take up two of your remaining NSAs (one if Run Away is in effect), and the Pokemon you send out in the other's place cannot avoid taking the hit meant for the Pokemon before it, regardless of how many NSAs you have left.
Types of Moves
This one's more for team building than battle, but on this site the moves a Pokemon can know are split into two types:
Normal Moves: The moves a Pokemon naturally knows. This includes moves learned by level-up and egg moves. A Pokemon, whether caught in the wild, gained through an event, or chosen as a starter, always starts with four Normal Moves (with the rare exception of Pokemon like Magikarp that don't naturally know that many). This number can be extended to six with a Move Expansion (Normal).
Extra Moves: The moves a Pokemon learns from external sources. This includes TM, HM, Move Tutor, Special, and Forgotten moves. Even if once of these moves was originally a level-up or egg move, if taught to the Pokemon in these ways it is considered an extra move. A Pokemon can have up to four Extra Moves, which can be expanded to six with a Move Expansion (Extra).
Accuracy and Evasion
In most battles, move accuracy is up to the players' discretion. This primarily applies to gym battles and other official battles such as tournaments, as well as any PvP battle where the players would prefer normal accuracy be used.
The board has a dice roller plugin. It's the dice-looking icon in the post window. When you use a move that has less than 100% accuracy, or a move with a secondary condition, you can roll a die with your post to determine the outcome. For simplicity, we would prefer you roll a d10 for multiples of 10, and a d20 for multiples of 5, with lower numbers indicating a success.
For mathematical simplicity, we will assume that accuracy and evasion are additive, and modify hit chance up or down 10% per stage.
As one final note, unless decided otherwise, if you don't roll for hit chance, it is ultimately up to the target of the attack to determine whether it hit or not. This is not to say that you must roll for accuracy in standard PVP, or that you should try to force your moves to auto-hit (in fact, don't do this at all), just that player's discretion applies to both parties.
Regarding Stats
Stats? What stats? This is a roleplay, not a video game.
More seriously, stats are more like guidelines than hard rules. Players have more creative freedom here than in the games. That said, this is not free reign to make your Pokemon unbeatable. Guidelines are still meant to be adhered to, even if not followed to the letter. Please be reasonable, here. Of course, one is still free to use something like a battle calculator to give themselves a general idea of how much damage an attack would or wouldn't do, but, so long as it's reasonable, you don't have to strictly follow it.
If you feel that another player is portraying their Pokemon unreasonably or unfairly, please PM one of the staff so that it can be addressed. Do not make a scene in front of other members.
If we feel the need, we can and will introduce a more strict system if things get too out of hand here, but here's hoping it never comes to that.
Statuses
Not to be confused with stats, statuses are the conditions a Pokemon may be afflicted with. These come in two flavors: volatile and non-volatile.
(Note that all status roles are required for official battles, but at the player's discretion for normal battles.)
Non-Volatile statuses remain on a Pokemon until they wear off naturally or are cured. Only one non-volatile status can be active on a Pokemon at a time.
Poison: Exactly what it sounds like: a Pokemon has a toxin injected into their body. A Pokemon that is Poisoned will take a small amount of damage each turn. In the games, this is 1/8 of their maximum HP. However, since we don't use numerical HP, a reasonable estimate is fine. In PvP, Mission, or Event threads, you should make a note in a post summary that the afflicted Pokemon suffered poison damage.
Poison and Steel Types are immune to this status, as are Pokemon with the Immunity ability. The Corrosion ability bypasses this immunity. Pokemon with the Poison Heal ability will be healed instead of damaged.
Severe Poison: A Pokemon that is Badly Poisoned will take increasing damage each turn. Just like with Poison, a reasonable estimate of damage taken is acceptable. However, for a ballpark amount, in the games it's 1/16 of the Pokemon's max HP on the first turn, then an additional 1/16 (1/8, 3/16, 1/4, etc) for each turn after that.
Poison and Steel Types are immune to this status, as are Pokemon with the Immunity ability. The Corrosion ability bypasses this immunity. Pokemon with the Poison Heal ability will be healed instead of damaged.
Burn: Also exactly what it sounds like. The Pokemon is inflicted with painful burns. They will take damage every turn (this is the same as poison damage), but will also have the physical damage they can inflict cut in half until the Burn is removed. In PvP, Mission, or Event threads, you should make a note in a post summary that the afflicted Pokemon suffered burn damage.
Fire Types are immune to this status, as are Pokemon with the Water Veil ability. The Guts ability will negate the attack drop.
Paralysis: The Pokemon's muscles become numb or stiff, either through physical trauma or an electric current. A Pokemon inflicted with Paralysis has its speed and mobility greatly reduced. In addition, there is a 25% chance that they will be unable to act. For this, all you need to do is make a die roll with 4 sides. If it comes up as 1, then the Pokemon cannot move. Electric-type Pokemon are completely immune to this status, as are Pokemon with the Limber ability. The Quick Feet ability will negate the speed drop.
Sleep: The Pokemon will be put to sleep, preventing them from acting. Sleep is not permanent, and will wear off after 1-3 turns. The player whose Pokemon is inflicting sleep should make a roll of 1-3 for the number of turns the opponent is put to sleep for. In addition, the sleeping Pokemon will not wake up until the first turn after that number, meaning that they will always be able to take at least one turn before being put to sleep again.
Pokemon with the Insomnia or Vital Spirit ability are immune to this status. Pokemon with the Early Bird ability will have the total number of turns asleep reduced by one.
Freeze: The Pokemon is partially or completely frozen, preventing them from acting. Unlike Sleep, the Pokemon can be frozen indefinitely, but has a 20% chance of thawing out on its own every turn. Make a die roll with 5 sides. If it comes up as 1, then the Pokemon thaws out. In addition, the Pokemon can thaw itself out if it knows and uses Flame Wheel, Flare Blitz, or Scald. If the opposing Pokemon uses a damaging Fire type move, the frozen Pokemon will thaw.
Ice Type Pokemon are completely immune to this status, as are Pokemon with the Magma Armor ability.
Volatile statuses are temporary, and will disappear when a Pokemon is switched out or the battle ends regardless of normal duration. However, any and all volatile statuses can be on a Pokemon at the same time.
Confusion: The Pokemon's thoughts become a muddled mess, and it is unable to think straight. When a confused Pokemon makes a move, there is a 33% chance that it will instead damage itself. Roll a 3-sided die for this: if it comes up as a 1, the Pokemon hurts itself. Regardless of whether or not the confused Pokemon hurts itself, the status only lasts for 1-4 turns. The player inflicting confusion should also make a roll with a 4-sided die to determine how long the target remains confused.
Infatuation: The Pokemon, to put it simply, falls in love with the opponent, and there is a 50% chance that they will not be able to bring themselves to attack. Make a die roll with 2 sides; if it lands on 1, the Pokemon is "immobilized by love", and cannot act. If either the Pokemon or the opponent they're in love with leave the field, the ailment is lifted.
Curse: When a Ghost type Pokemon uses Curse, it damages itself for half of its HP (reasonable estimate, obviously) in order to lay a debilitating curse on the opponent. For each of the Cursed Pokemon's following turns, it will take 1/4 of its maximum HP (estimated) in damage until it switches out or faints.
Flinch: Not a status, but a one-turn effect of some moves. If a flinch roll (based on secondary effect chance) succeeds, the target can't act in their next turn. At all. The trainer still can, of course, so in a battle where using items or switching are allowed, they are still free to do so. Pokemon with the Inner Focus ability cannot be flinched.
Z-Moves and Mega Evolution
Yes, they're on this site, and aside from the ones exclusive to Legendary Pokemon, all of them are here. Like the games, you may only use each once per battle. If you have one Pokemon capable of Mega Evolving and one able to use a Z-Move, then both may be done in a single battle. As per the games, the items that trigger either effect cannot be removed via moves like Knock Off or Thief.
Only one move can be used per post. That's it. Whether you use said move for attack or defense is up to you, but, frankly, there are too many potential issues with certain combinations of certain moves being used at the same time, and I'd rather not have to deal with them every time one comes up. So I'm just nipping the whole thing at the bud here and now.
That said, you can also use non-standard actions in the same post. These include using items, dodging attacks, switching Pokemon, and other trainer actions. However, the number of non-standard actions per battle you can use is equal to the number of Pokemon you field in that battle. (Three NSAs for three Pokemon, etc) You can still use more after you reach that limit, but they will take your entire turn rather than being bonus actions. Use them wisely.
Of course, for catching threads, this is slightly different. Since the whole thing is done in one post, then, clearly, you may use more than one move in the post. However, you may not use two moves back-to-back. The opponent must try to make a move between them. You must also take into account things like the charge time for moves like SolarBeam or Skull Bash, or the recovery time for Hyper Beam and Giga Impact. Non-standard actions in these battles are at the player's discretion.
Turn Order
Because we don't use speed as a determining factor for which Pokemon goes first, here are some guidelines:
-In a modded battle, the player always takes the first move.
-In a gym battle, the challenger is always takes the first move.
--In an ordinary PvP battle, this should be agreed on by both players. HOWEVER:
-In PvP for tournaments and similar events, the player who sends out their Pokemon first also gets the first move. As an example, the opening posts could be summarized like this: "Player A sends out Charmander." "Player B sends out Geodude." "Player A uses Metal Claw."
Once the opening move has been posted, opponents alternate turns. As explained above, only one move or turn per post. Even if one Pokemon uses a priority move (explained here) and interrupt's the opponent's previous turn, it is still their turn next.
Switching Pokemon
Normally, switching Pokemon takes up your entire turn. Because of this, a Pokemon that switches in would not be able to use a move in the same turn. However, you can do so by considering the switch a non-standard action. This counts towards your maximum limit, meaning that if you switch and attack in the same turn that's one less dodge, item, etc you can use in that battle. Pokemon with the ability Run Away are able to switch Pokemon freely; in other words, doing so will not take away from the number of NSAs they have left.
Keep in mind that, just like the games, switching Pokemon is not without its risks. Pokemon that switch out are vulnerable to Pursuit, and Pokemon that switch in are vulnerable to entry hazards. While it is possible to switch a Pokemon out for the sake of avoiding damage from an attack, this will take up two of your remaining NSAs (one if Run Away is in effect), and the Pokemon you send out in the other's place cannot avoid taking the hit meant for the Pokemon before it, regardless of how many NSAs you have left.
Types of Moves
This one's more for team building than battle, but on this site the moves a Pokemon can know are split into two types:
Normal Moves: The moves a Pokemon naturally knows. This includes moves learned by level-up and egg moves. A Pokemon, whether caught in the wild, gained through an event, or chosen as a starter, always starts with four Normal Moves (with the rare exception of Pokemon like Magikarp that don't naturally know that many). This number can be extended to six with a Move Expansion (Normal).
Extra Moves: The moves a Pokemon learns from external sources. This includes TM, HM, Move Tutor, Special, and Forgotten moves. Even if once of these moves was originally a level-up or egg move, if taught to the Pokemon in these ways it is considered an extra move. A Pokemon can have up to four Extra Moves, which can be expanded to six with a Move Expansion (Extra).
Accuracy and Evasion
In most battles, move accuracy is up to the players' discretion. This primarily applies to gym battles and other official battles such as tournaments, as well as any PvP battle where the players would prefer normal accuracy be used.
The board has a dice roller plugin. It's the dice-looking icon in the post window. When you use a move that has less than 100% accuracy, or a move with a secondary condition, you can roll a die with your post to determine the outcome. For simplicity, we would prefer you roll a d10 for multiples of 10, and a d20 for multiples of 5, with lower numbers indicating a success.
For mathematical simplicity, we will assume that accuracy and evasion are additive, and modify hit chance up or down 10% per stage.
As one final note, unless decided otherwise, if you don't roll for hit chance, it is ultimately up to the target of the attack to determine whether it hit or not. This is not to say that you must roll for accuracy in standard PVP, or that you should try to force your moves to auto-hit (in fact, don't do this at all), just that player's discretion applies to both parties.
Regarding Stats
Stats? What stats? This is a roleplay, not a video game.
More seriously, stats are more like guidelines than hard rules. Players have more creative freedom here than in the games. That said, this is not free reign to make your Pokemon unbeatable. Guidelines are still meant to be adhered to, even if not followed to the letter. Please be reasonable, here. Of course, one is still free to use something like a battle calculator to give themselves a general idea of how much damage an attack would or wouldn't do, but, so long as it's reasonable, you don't have to strictly follow it.
If you feel that another player is portraying their Pokemon unreasonably or unfairly, please PM one of the staff so that it can be addressed. Do not make a scene in front of other members.
If we feel the need, we can and will introduce a more strict system if things get too out of hand here, but here's hoping it never comes to that.
Statuses
Not to be confused with stats, statuses are the conditions a Pokemon may be afflicted with. These come in two flavors: volatile and non-volatile.
(Note that all status roles are required for official battles, but at the player's discretion for normal battles.)
Non-Volatile statuses remain on a Pokemon until they wear off naturally or are cured. Only one non-volatile status can be active on a Pokemon at a time.
Poison: Exactly what it sounds like: a Pokemon has a toxin injected into their body. A Pokemon that is Poisoned will take a small amount of damage each turn. In the games, this is 1/8 of their maximum HP. However, since we don't use numerical HP, a reasonable estimate is fine. In PvP, Mission, or Event threads, you should make a note in a post summary that the afflicted Pokemon suffered poison damage.
Poison and Steel Types are immune to this status, as are Pokemon with the Immunity ability. The Corrosion ability bypasses this immunity. Pokemon with the Poison Heal ability will be healed instead of damaged.
Severe Poison: A Pokemon that is Badly Poisoned will take increasing damage each turn. Just like with Poison, a reasonable estimate of damage taken is acceptable. However, for a ballpark amount, in the games it's 1/16 of the Pokemon's max HP on the first turn, then an additional 1/16 (1/8, 3/16, 1/4, etc) for each turn after that.
Poison and Steel Types are immune to this status, as are Pokemon with the Immunity ability. The Corrosion ability bypasses this immunity. Pokemon with the Poison Heal ability will be healed instead of damaged.
Burn: Also exactly what it sounds like. The Pokemon is inflicted with painful burns. They will take damage every turn (this is the same as poison damage), but will also have the physical damage they can inflict cut in half until the Burn is removed. In PvP, Mission, or Event threads, you should make a note in a post summary that the afflicted Pokemon suffered burn damage.
Fire Types are immune to this status, as are Pokemon with the Water Veil ability. The Guts ability will negate the attack drop.
Paralysis: The Pokemon's muscles become numb or stiff, either through physical trauma or an electric current. A Pokemon inflicted with Paralysis has its speed and mobility greatly reduced. In addition, there is a 25% chance that they will be unable to act. For this, all you need to do is make a die roll with 4 sides. If it comes up as 1, then the Pokemon cannot move. Electric-type Pokemon are completely immune to this status, as are Pokemon with the Limber ability. The Quick Feet ability will negate the speed drop.
Sleep: The Pokemon will be put to sleep, preventing them from acting. Sleep is not permanent, and will wear off after 1-3 turns. The player whose Pokemon is inflicting sleep should make a roll of 1-3 for the number of turns the opponent is put to sleep for. In addition, the sleeping Pokemon will not wake up until the first turn after that number, meaning that they will always be able to take at least one turn before being put to sleep again.
Pokemon with the Insomnia or Vital Spirit ability are immune to this status. Pokemon with the Early Bird ability will have the total number of turns asleep reduced by one.
Freeze: The Pokemon is partially or completely frozen, preventing them from acting. Unlike Sleep, the Pokemon can be frozen indefinitely, but has a 20% chance of thawing out on its own every turn. Make a die roll with 5 sides. If it comes up as 1, then the Pokemon thaws out. In addition, the Pokemon can thaw itself out if it knows and uses Flame Wheel, Flare Blitz, or Scald. If the opposing Pokemon uses a damaging Fire type move, the frozen Pokemon will thaw.
Ice Type Pokemon are completely immune to this status, as are Pokemon with the Magma Armor ability.
Volatile statuses are temporary, and will disappear when a Pokemon is switched out or the battle ends regardless of normal duration. However, any and all volatile statuses can be on a Pokemon at the same time.
Confusion: The Pokemon's thoughts become a muddled mess, and it is unable to think straight. When a confused Pokemon makes a move, there is a 33% chance that it will instead damage itself. Roll a 3-sided die for this: if it comes up as a 1, the Pokemon hurts itself. Regardless of whether or not the confused Pokemon hurts itself, the status only lasts for 1-4 turns. The player inflicting confusion should also make a roll with a 4-sided die to determine how long the target remains confused.
Infatuation: The Pokemon, to put it simply, falls in love with the opponent, and there is a 50% chance that they will not be able to bring themselves to attack. Make a die roll with 2 sides; if it lands on 1, the Pokemon is "immobilized by love", and cannot act. If either the Pokemon or the opponent they're in love with leave the field, the ailment is lifted.
Curse: When a Ghost type Pokemon uses Curse, it damages itself for half of its HP (reasonable estimate, obviously) in order to lay a debilitating curse on the opponent. For each of the Cursed Pokemon's following turns, it will take 1/4 of its maximum HP (estimated) in damage until it switches out or faints.
Flinch: Not a status, but a one-turn effect of some moves. If a flinch roll (based on secondary effect chance) succeeds, the target can't act in their next turn. At all. The trainer still can, of course, so in a battle where using items or switching are allowed, they are still free to do so. Pokemon with the Inner Focus ability cannot be flinched.
Z-Moves and Mega Evolution
Yes, they're on this site, and aside from the ones exclusive to Legendary Pokemon, all of them are here. Like the games, you may only use each once per battle. If you have one Pokemon capable of Mega Evolving and one able to use a Z-Move, then both may be done in a single battle. As per the games, the items that trigger either effect cannot be removed via moves like Knock Off or Thief.