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 How Pokemon Work...

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Twoseph
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Twoseph


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Join date : 2010-08-15

How Pokemon Work... Empty
PostSubject: How Pokemon Work...   How Pokemon Work... I_icon_minitimeMon Aug 16, 2010 2:28 pm

We redid their stats, and made a simple, but effective system to determine damage, defense, etc...

So let us explain how it works...

First, there are no levels. Experience you get from fights, or exploring, or resolving a situation, go directly into a pokemon's stats now. The amount to increase a stat is equal to it's current number (40 defense to 41 defense is 40), minus a discount for certain pokemon (Geodudes get a good discount for defense). The discounts are based upon individual pokemon.

When a pokemon evolves, they get a bunch of exp that you can then spend, and increase stats how you want. You can distribute it any way you want, but it's easier for certain stats to go up than others for all pokemon. Storytellers determine when pokemon evolve, as a way to keep things interesting.

We also determine when a pokemon learns a new move on it's own.

Pokemon now get to know as many moves as they can learn, but every pokemon has an energy amount. 100 points, and once it's gone, they're too tired to fight. It never goes up, but it can be increased permanently with PP ups, which are rare. Every move uses a certain amount of energy. Tackle uses 1 for instance, while fireblast would use 10. There is an actual formula for this.

The math...

HP - Every point gives your pokemon 2.5 hitpoints. That means 2 one level, 3 the next. This is universal. For pokemon who naturally have more hp, it will be cheaper to purchase hp. HP will still have a "stat" next to it, that you'll continue to rest, this is just to keep track of the cost. For example, someone with 10 in hp, has 25 hitpoints.

Attack - This is for physically striking an opponent. If you want to shoot mind beams, you want special attack. The damage you deal is based upon, 1, your attack, and 2, the strength of the attack you're using. You take your Attack stat, and the move you want to use, and you use the "power" of the move and use it as a percentage. The damage you deal is a combination of the two.

Example: A ratatta uses tackle, with an attack of 100. Tackle's power is 35, so the damage he deals is 35% of his 100 attack. In this case. it's 35 damage. But, now you add in one more component. You divide the damage you do by 10, and round down, the resulting number is the number of d3s you roll and add to your damage. So, in this example you would take the ratattas 35, divide by 10, get 3.5 round down, get 3, and roll an other 3d3 and add it to damage. It's that simple. It's this way for everything.

Explosion would have been 250 damage (if that ratatta could learn it, which it can't), and add in 25d3. Explosion really hurts. It should KO most anything around your level.

Crits deal 1.5 times on damage, and super effective attacks do as well. A combination of both is actually double damage, not triple. (50% + 50% = 100%). Crits on super effectives allow the super effective damage to be resolved first, then you add 50% to your new number, for a lot of damage.

Special attack is the exact same way.

Defense: Defense goes up at a steady rate, the rate is: One half your defense stat rounded down, is subtracted from all damage. A defense of 10 gives you 5 damage reduction, a defense of 15 gives you 7 (7.5 rounded down is 7). 100 is 50, and so on and so forth.

Special Defense is the exact same way.

Accuracy - You now have to actually hit one another. This is now borrowed from the show from when someone would shout "Dodge it!" and they would constantly. You roll a to hit roll based on 1d20 + your accuracy bonus. You must beat their defense. Your accuracy bonus is your accuracy stat divided by 5, rounded down.

Speed - Speed does two things, 1. dictates initiative order (that is, who goes first), and secondly makes you harder to hit. For every 5 points in speed, you gain +1 to your defense. Your defense is 7 + 1 your speed bonus. 7 is a static number, it will never change. Moves such as double team, give you a +2 to defense every time they're used (Or their accuracy gets a -2), you can use one 6 times until it's no longer effective. Moves such as Aerial Ace always hit. But they tend to do less damage, and cost a bit of energy.

In time, we will incorporate more combat actions, but right now, they are as follows:

Use a standard move, such as tackle or bite.

Fighting defensively. This causes your pokemon to fight on the defensive, he will use a standard move he knows, but will try and protect himself the entire time. You gain +2 to defense, gain a -3 to hit, and anything you do costs you 1 more energy.

Actively attempt to dodge, and do nothing else that turn, this can be a reaction, but you lose your next turn. Doing this grants you a +4 to your defense until your next turn. This uses 4 energy.

Go all out: Some trainers might command their pokemon to give it their all, and throw caution to the wind. In this case, you gain +4 to hit, but lose 7 from your defense. All moves use 2 more energy to do, due to the strain.

Wait, this causes your pokemon to wait and do nothing until another pokemon takes their turn. Then they will take theirs.

Due to keeping this simple, you cannot ready attacks. Example: "If that alakazam starts using psybeam then pikachu will use thundershock."

Unless using a move such as dig, dive or fly, your flying pokemon, or water pokemon is always in range to be hit with a melee attack.
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