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Post by Ash on Jul 25, 2013 6:54:57 GMT -6
: Overview : A brief summary of the Battle System. Key points are listed here for easy access. Note that the battle system is fairly free-form, and these rules are more guidelines than anything else.
There are two battle systems available that members may choose between.
The second post details the complex system which is meant to keep things fair. The third post details the simplified system which keeps things open and free. Usage of the simplified system is a privilege and will be restricted if abused.
State which system you wish to use in your mini-profile or at the start of battle! If no system is stated, mods will use the default system. - Laokia's system uses mostly common sense, therefore it offers a good deal of freedom
- The rules set forth in this thread are simply guidelines; - Each member will use their own judgment in battles
- Post 'Pokemon Stats' at the start of each battle
- Only 'Battle Stats' are necessary (level, type, item, ability, attacks, & HP)
- Have important 'statistics' each post during a battle;
- HP: --/-- | (Stat Changes) | Etc.
- You determine the damage taken from your opponent(s).
- Pokemon dodges are affected by accuracy & evasion
- Dodge Guideline: Wild - 1 Dodge | Trainer - 2 Dodges | Gym - 3 Dodges
- Gyms & Contests may have special rules for battling.
- Pokemon require EXP of 2x their level to gain a level.
- Pokemon gain a set amount of experience from each victory
- A Pokemon gives EXP equal to it's level when defeated - When a Pokemon is captured before defeat, EXP is given based on quarterly HP intervals - In battles with multiple participants, each receives an equal share of EXP
- Pokemon can gain EXP or levels by other methods than battling.
- Pokemon can know a total of 6 Attacks at any given time.
- Certain attacks are restricted in and out of battle.
- Laokia has a relaxed battle system, however basic guidelines can be found here
- Failure to be realistic, honest, and use common sense will result in punishment ~ Punishment can range from a warning to having a forced system imposed - You may of course just use the guidelines provided, but be aware that others may not
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Post by Ash on Jul 25, 2013 7:01:10 GMT -6
: Battle Systematics : Base HPLevel 1-2 = 10 HPLevel 3-10 = 20 HPLevel 11+ = 2x LevelThe Base HP is the amount of HP a Pokemon will have if it has not been changed due to an item or the shrines, or through another method. Pokemon level 1 and 2 only have 10 HP, while 3-10 have 20 HP. Above that the HP is always double the Pokemon's level. Base Damage ; GuidelineLevel 1 = 1Level 2 = 2Level 3-10 = 3Level 11-20 = 5Level 21-40 = 8Level 41-60 = 10Level 61-80 = 15Level 81-100 = 20The 'base' damage is the damage one Pokemon will do to another before or without taking stat changes, move power, effectiveness, or level differences into account. This is just a rough guide that damage taken should be based around, however remember that unless using a forced system everyone should determine how much damage their Pokemon take using common sense and their situation in the roleplay. Damage EffectorsThese should be taken into consideration when determining how much damage a Pokemon should take. Just keep them in mind and use your best estimation of their overall impact on damage. Level Differences- Naturally, a Pokemon will do less damage to an opponent of a higher level, whereas they will do more damage to a lower leveled opponent. Pokemon that are the same level will, of course, be fairly even in that regard.
Stat Changes- Any changes to a Pokemons' stats should be taken into account at least a little when determining damage. Just like in the games, defense/attack affects damage from physical moves while special defense/special attack, obviously, affect damage from special moves. Simply reflect this in the damage and it should be fine.
Inherent Strength- It can safely be taken into consideration that, disregarding all other factors, a Pokemon such as Charizard will be stronger than a Pokemon such as Caterpie. How you work these general Pokemon strengths into your battles is solely up to you- so long as it is not abused.
Move Power- Again, this falls under the same category as inherent strength. All moves have power ratings, and naturally a move like ember should do less damage than a move like flamethrower. Simply consider this when determining damage taken.
STAB- Another thing to consider is that when a Pokemon uses a move that matches its type, damage should be slightly higher. This is not a major issue but something that can be taken into account if desired.
Environmental Hazards- The wonderful thing about a roleplay is that one can take into account things like the weather and the terrain that may prove hazardous to their Pokemon. If your Pokemon is slung into a boulder, for instance, they could take slightly more damage as a result. This is completely optional, but can add a fun dynamic.
Speed- How speed affects damage and attacks is up to those involved in the battle. If a Pokemon is inherently speedy or has a raised speed stat, it may be able to use more than one attack in a turn- however do not abuse this privilege. Speed should not be a major factor in battles, only a minor one to add another fun dynamic.EffectivenessCritical Hit= Damage is doubledSuper-Effective Hit= Damage is doubledNot-Very-Effective Hit= Damage is halvedThis is very basic and is the same as in the games. Move effectiveness should always be taken into account. Critical Hits are up to the one on the receiving end to determine, but they should happen occasionally. One may take into account the use of items or attacks that boost critical hit ratios, or even moves that have a high critical hit ratio by default. Abuse of critical hits (whether using too often or not at all) will result in warnings. Battle StatsNecessary Initial Info- Level / Type / Item / Ability / Attacks / HP
Tracking Info- HP: --/-- | (Stat Changes) | EtcEvery Pokemon has a set of stats- simply copy & paste the stats of the Pokemon you are using as it is sent into battle, whether this be at the start of a battle or after another Pokemon has been swapped out or fainted. If desired you may simply put the required information, so long as it is easy to read. Seriously, this will just make things easier to access and remember for everyone involved in the battle. The tracking info should be displayed in every post during the battle. This just helps everyone keep track of progress and other important information relating to the battle. Dodges ; GuidelineWild Pokemon Battle = One (1) DodgeTrainer Battle = Two (2) Dodges'Official' Battle = Three (3) DodgesNaturally, this is just a general guideline to keep things honest. Environmental factors and changes in accuracy or evasion should be taken into account. An attacks accuracy may also be a factor, just remember to keep things reasonable or you will be warned. Experience SystemPokemon require EXP 2x their current level in order to gain a level. Unless otherwise stated, Pokemon gain EXP equal to their opponent's level after a victory in battle. On occasion there may be 'special' days in which more experience can be earned, or specific trainers that can give more than the basic amount of experience. These will be stated when or if they occur. Capturing Pokemon Before They Faint- In the case of a battle resulting in a capture before the opponent has fainted, Pokemon will gain experience based upon the remaining health of the opponent, in quarterly intervals. If there was below 25% HP remaining at the time of capture, the Pokemon will gain the normal amount of EXP. If the remaining health was between 25-50% HP, EXP would be cut by 25%; between 51-75% remaining HP, EXP would be cut by 50%; between 76-99% remaining HP, EXP would be cut by 75%. If the HP is full, no experience is awarded.Multi-Battles- In battles against multiple opponents or using multiple Pokemon, each Pokemon gains experience from every opponent it actually FOUGHT against- meaning at least one attack had to be aimed at the opponent, or received from the opponent. Each Pokemon will receive an equal share of EXP from the opponents they battled. (EXP will be rounded up to the nearest whole number.)
Training- Other than battles, characters may choose to train up to two of their Pokemon once each thread/area. Mods will determine how much experience, if any, the Pokemon that participated will receive. This must be done in the roleplay, and members may be creative, so long as it is reasonable. Levels/EXP may also be given as rewards for the completion of tasks or from an event on occasion.Restricted AttacksTo prevent abuse and keep a sense of fair play on the site, some moves have been restricted, in and out of battle. Please familiarize yourself with these as necessary. These attacks are restricted to two uses per encounter- that is the duration of the entire instance of battle(s), and will take the user's entire turn regardless of speed. The attacks in question are as follows: - Auto-Hit Moves (Mind Reader, Lock-On, Etc.)
- Auto-Dodge Moves (Protect, Detect, Etc.)
- One-Hit Knockout Moves (Fissure, Sheer Cold, Etc.)
- Recovery Moves (Recover, Heal Bell, Heal Pulse, Softboiled, Etc.)
Field Use Attacks- There are, essentially, attacks that can be used both in battle as well as out. For the most part these will work as they generally do, though there are some exceptions, which will be listed below. All of these attacks, with the exception of Sweet Scent, are also restricted to two uses per encounter- that is the duration of the entire instance of battle(s), and will take the user's entire turn regardless of speed.- Sweet Scent - Mod will randomize a Pokemon when used out of battle
- May only be used in field once per 5 turns
- 'Healing' Moves - Only heal 1/5 the Pokemon's HP
- May only be used in field once per thread
- Dig - Returns team to start of area
- May only be used within 1st page of area - May only be used in reasonable terrain - May not use while large or flying Pokemon are outside their pokeballs (exc. legends)
Multiple-Turn Attacks- Attacks that take two turns to strike or that have a 'cooldown' period after use may not be used in junction with any other attacks those turns, regardless of the Pokemon's speed. Naturally, the balancing point of this is that these attacks should be more powerful and deal more damage (for the most part) than other attacks.
Multi-Strike Attacks- Attacks that hit and deal damage multiple times (2-5 times) should deal 1/3 the damage of other attacks. Essentially if they land 2 times they do less damage than normal, 3 breaks even, and 4-5 would deal more damage. For attacks that hit twice, each strike does up to 75% the damage of other attacks.
And here is where you can find the secret word. This is the THIRD word. Got it? Demon. There! Scary, is it not? This word is subject to change at any time, without notice.
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Post by Ash on Mar 17, 2016 14:11:24 GMT -6
: Simplified System :
Base HP & EXP System
These are the same as the complex battle system, universal throughout the role-play. These are already pretty simple, but I will list them here again regardless.
Level 1-2 = 10 HP Level 3-10 = 20 HP Level 11+ = 2x Level
EXP to Level Up = 2x Level EXP rewarded = Level of opposing Pokemon
Determining Damage
As usual, each player decides their own Pokemons' damage. Rather than having to calculate the damage, players simply take off as much damage as they feel appropriate; the base damage from the complex system can be used as a guide. This would make battles more reliant on the RPing and story front and less systemized.
Since this system CAN easily be abused, players who abuse it and play unfairly will be restricted from using this system and required to use the more complex one. Players will receive warnings first and given the chance to use the system fairly before receiving any such restrictions.
Player VS Player
When battling another member both players must agree on which battle system to use. Both/All players participating in the battle must use the same battle system.
Notifying Staff
Players must place a notice at the start of a battle OR in the provided mini-profile field stating which battle system they wish to use. If no notice is provided, the default system will be used. Staff should remind players of this if the player does not specify a system.
First 2 Areas of Region = Simplified System Majority of Region = Complex System
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