One big suggestion, Raptor--you seem to have no idea what to put in the wares of the Pokémon racetracks. I think a great idea would be to offer custom TMs or Move Tutors for all the common speed-boosting moves like Quick Attack. In my testing, I found that Pokémon that were unable to Boost were at a serious disadvantage, and I feel this is a problem that needs to be addressed.
Also, I think I have the racing rules and regulations ready to post. I'll put them here for now, then if we don't have any issues, Raptor can move them to the main rules thread or something. I want feedback--look how much work it took to get the BL system working. If there's ANYTHING I missed, please let me know.
As far as I'm aware, I'm going to be handling all the updates for races.
Pokémon Racing Federation: Rules, Regulations, and Resources
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I. Introduction
While all trainers strive to be the very best, not all trainers believe that combat prowess is the only, or even the best, indicator of bond between the two. Some people believe dance contests and appeals contests are the way to go. Some strive to breed Pokémon to create the perfect specimen.
But some trainers seek a different kind of battle: to make their Pokémon the fastest they can be. The Pokémon Racing Federation exists to allow these trainers to compete, bringing home cash prizes, trophies, fame, and most importantly, the title of "fastest Pokémon racer in the world." Each race in the Indigo Cup gatheris tens of thousands of spectators. Watching dozens of Pokémon run, swim, or fly across a complex, challenging, and often dangerous track is a sight to behold.
As a participant in official Federation races, it is vital to know the rules and regulations. Even as a fan, knowledge of them can enhance your experience in watching and following races throughout the world.
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II. Eligibility
Any Pokémon capable of bearing its trainer as a rider is eligible to participate in a race. If you're unsure about whether a Pokémon can do so, ask Raptor or me. Even if it's normally too small or too weak physically, you can often bend this rule a bit through repeated, specialized training.) The participant has to be directly mounted on his entered Pokémon in some way--for instance, constructing a sled and having the Pokémon pull him in it is not allowed.
Eligible Pokémon are placed into three divisions: Overland, Aquatic, and Aerial, and will only race with Pokémon in the same division.
Overland: The race takes place on a track crafted on the ground. The track's path is traced by colored markers on both sides of its bounds when terrain itself does not mark track bounds.
Aquatic: The race takes place on a track crafted on the surface of the water. Pokémon and trainer generally race on the water's surface, but may dive underwater when the track allows it. The track's path is traced by colored markers on both sides of its bounds when terrain itself does not mark track bounds.
Aerial: The race takes place on a track crafted in midair. The track's path is traced by colored markers on both sides of its bounds. Markers' height determines the maximum altitude permissible during a race, when terrain does not restrict upward movement.
In all divisions, shortcutting out of bounds is never permissible, and will result in an immediate RETIRE penalty. Pokémon eligible for multiple divisions must remain within the medium in which they are entered. For instance, a Pokémon that enters the Overland division but is also eligible for the Aerial division is not permitted to fly in an Overland race, and is not permitted to run in an Aerial race.
Four racing classes exist to attempt to divide racers into skill brackets, making races closer and more exciting. They are known as follows:
AMATEUR CLASS: For beginning racers, this class consists of racers who generally aren't serious about improving; to them, it's more of a hobby. Pokémon of Battle Levels 1 through 8 are eligible for this class.
VETERAN CLASS: For intermediate racers, this class consists of racers who are serious about improving their techniques. They aren't incredibly cutthroat, and only a few seriously consider trying to get on the pro circuit. Generally the toughest racers in the local area, but they rarely travel outside their region. Pokémon of Battle Levels 6 through 13 are eligible or this class.
PROFESSIONAL CLASS: For expert racers, this class consists of people who race Pokémon for a living, or people who actively seek to do so. They are willing to travel outside the region, and try to participate in every major race nationwide. Pokémon of Battle Levels 11 through 18 are eligible for this class, and riders must have achieved at least two Veteran Class wins on the circuit.
ALL-STAR CLASS: The class that professionals dream to get into, entry into this class is a claim to fame. Everyone who races in this class is a celebrity among racers, and people from all over the world flock to watch races with such talented participants. Pokémon must be at least Battle Level 16 to be eligible, and riders must have at least three Professional Class wins on the circuit, one of which must be a major championship.
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III. Statistics
Each racing-eligible Pokémon has a set of three statistics per eligible division. These determine how well the Pokémon performs on the track in various conditions. The three statistics are called Speed, Endurance, and Reaction.
Speed: Represents the Pokémon's acceleration and maximum speed--how fast it is on sections of track with no obstacles and turns. Speed also represents how well a Pokémon can clear track obstacles that require a jump, such as a gap in the track.
Endurance: Represents the Pokémon's stamina. Performing a Boost consumes Endurance. Failing an Obstacle or incidental contact with other racers can also reduce Endurance. If a Pokémon's Endurance is reduced below zero, that Pokémon will RETIRE due to exhaustion. (A Pokémon with Endurance of exactly zero can continue, but anything that reduces Endurance will result in RETIRE.)
Reaction: Represents the Pokémon's ability to make turns and handle rough terrain. Pokémon with higher Reaction have to slow down less on difficult portions of the track, and some Pokémon with extremely high Reaction can afford to take tough areas at full speed or even Boost through them.
A Pokémon's base stats are common to each species, and range from 1 to 30 (these values are pulled from a table that only RaikouRider and the WPLs have access to, and will be provided by PM when participants need them.) A Pokémon of Battle Level 1 has stats equal to its base stats. Every Battle Level gained beyond the first will raise the Pokémon's stats by 25% of their base (keep decimals.)
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IV. Obstacles
Each track consists of a certain number of Obstacles, usually somewhere between six and twelve. Obstacles are points of interest on the track, and do not necessarily have to be what would be considered an "obstacle." For instance, a long straightaway could be considered a Speed-based Obstacle. Obstacles come in the following varieties:
Speed-based Obstacle: These represent long, straight stretches of track where it's time to go all-out with speed, or a challenge that requires a minimum speed to cross, such as a jump.
Reaction-based Obstacle: These represent stretches of track full of tricky turns, or stretches of track full of obstructions to be dodged. Obstructions can be natural or man-made.
Endurance-based Obstacle: These represent stretches full of unavoidable, hazardous terrain. Certain Pokémon or Pokémon types may change the Difficulty Class of this type of Obstacle or remove it entirely. This type of Obstacle may be combined with either a Speed or Reaction Obstacle.
Each Obstacle will have an associated Difficulty Class attached to it. The WPL will provide a detailed description of the Obstacle, and reveal the type of Obstacle it is. From that information, it is the player's job to determine the appropriate action to be taken. After actions have been declared, the player will roll 1d20 and add the appropriate stat (Speed, Reaction, or Endurance). If the total result exceeds the Difficulty Class of the Obstacle, the Obstacle is cleared. Otherwise, the Obstacle is failed, and a penalty is levied according to the Obstacle's penalty chart. Penalties can range from as light as a loss of speed to as heavy as RETIRE.
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V. Actions
When confronted with an Obstacle, players have several options they can perform:
1) Boost. A Pokémon may use certain Federation-approved attacks to raise Speed at the expense of Reaction and Endurance in a single Obstacle. As such, there is a great risk to using Boost during Reaction-based Obstacles. Each Boost technique has a Speed bonus, a Reaction penalty, and an Endurance penalty. Using Boost in consecutive obstacles (essentially holding Boost through multiple Obstacles without cooldown time) levies an increasing penalty on Endurance, multiplying the penalty by the number of consecutive Boosts. If not enough Endurance is available to perform a complete Boost, all remaining Endurance can be used in a partial Boost.
Below is a list of universally-accepted Boost techniques, along with their relative strength level. Stronger techniques propel the Pokémon faster, but are more strenuous to perform. If you want to use a Boost technique not listed here, or you feel a technique is missing from this list, contact RaikouRider or a WPL for approval--many not listed here are acceptable, merely Pokémon specific.
Aerial Ace - Aerial only - Power 1
Agility - All - Power 5
Aqua Jet - Aquatic only - Power 1
Bug Buzz - Aerial - Power 2
Double Team - All - Power 5
Extreme Speed - All - Power 6
Flame Wheel - Overland - Power 2
Flare Blitz - Overland - Power 4
Hydro Cannon - Overland - Power 4
Quick Attack - Overland/Aerial - Power 1
Rock Polish - Overland - Power 3
Tailwind - Overland/Aerial - Power 3
2) Slowdown - Some Pokémon just don't have good turning that others do. In this case, it is often better to slow down through difficult, Reaction-based Obstacles and give up a little ground to more agile foes rather than blast through and risk wiping out in the Obstacle, giving up a lot of ground and possibly even not recovering at all.
3) Normal - You may choose to neither Boost nor Slowdown. This represents taking the current Obstacle at full speed.
4) Breakthrough - Certain Reaction-based Obstacles can be rammed down or trampled over by Pokémon with sufficient Endurance. When the WPL or race overseer tells you this option is available, you may instead take an Endurance penalty to convert the Reaction-based Obstacle into a Speed-based Obstacle with the same Difficulty Class. This represents your Pokémon brute-forcing its way through the Obstacle instead of maneuvering around it. This action may be combined with Boost.
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VI. Track Points
Due to the difficulty of following time and race position through a numerical system, race performance will be charted through the Track Points system.
On any particular Obstacle, the base Track Points awarded is the Pokémon's appropriate stat, plus the 1d20 roll, minus the Difficulty Class of the Obstacle. For instance, if a Pokémon's total roll on an Obstacle is 34, and the Obstacle's Difficulty Class is 30, the Pokémon receives 4 Track Points. If the result is negative, consult the Obstacle's penalty chart. However, there are things that can modify this value. This is where it can get a little confusing. This is a list of conditions that can modify the calculation of Track Points, and is not intended to be comprehensive; some tracks can modify these calculations in unique ways.
1) Boost. Boost directly increases your Speed on Speed-based Obstacles. However, if you are confident that you can pass a Reaction-based Obstacle with flying colors, you can Boost through it. If you choose to do so, and you pass the Obstacle, twice the value of the Speed increase your Boost gives will be added to Track Points (effectively removing the Reaction penalty and adding it to the score instead). However, if you fail the Obstacle while Boosting, the penalty for failure will be increased.
2) Slowdown. By slowing down, you can trade Track Points for Reaction in a Reaction-based Obstacle, on a 1.5-for-1 basis (effectively losing 0.5 Track Point per point converted on a successful Obstacle). The penalty for failing an Obstacle is always greater than 1.5 Track Points per point failed by, so slowing down to make sure you get through the Obstacle is often better than failing the Obstacle. You can also have your Pokémon slow down during Speed-based Obstacles to trade Track Points for Endurance on a 1.5-for-1 basis. If you fail the Obstacle, your traded Track Points are not refunded.
3) Terrain. Different types of terrain can confer Track Points bonuses or modify Difficulty Classes of obstacles. For instance, an icy turn would be a Reaction-based Obstacle that Ice-type Pokémon or Pokémon with clawed feet would have an easier time with, hence a reduced Difficulty Class.
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VII. Penalties
Several conditions can cause a Track Points penalty to be levied on a participant, or even a RETIRE penalty.
A racer is forced to RETIRE if he commits a serious infraction, or his Pokémon's Endurance is reduced to less than zero. (A Pokémon with exactly zero Endurance can still continue running.) A racer forced to RETIRE does not finish the race, and gets last place in the event. If multiple racers RETIRE, the lesser rank is awarded to the racer who RETIREd first.
RETIRE penalties are levied for the following infractions:
- Repeated or rough, clearly intentional contact with another racer.
- Short-cutting out of bounds.
- Traveling using a medium other than the one established prior to the start of the race.
- Using an unauthorized Pokémon technique, or using any natural or man-made device to interfere with the race in any way.
Track Points penalties are levied for most minor infractions, the most common being rough or repeated, but unintentional, contact.
One big suggestion, Raptor--you seem to have no idea what to put in the wares of the Pokémon racetracks. I think a great idea would be to offer custom TMs or Move Tutors for all the common speed-boosting moves like Quick Attack. In my testing, I found that Pokémon that were unable to Boost were at a serious disadvantage, and I feel this is a problem that needs to be addressed.
I think that's a great idea. I'll get making those TMs when get done with my classes for today.
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And yes, Beryl is going to continue to go through all sorts of mental gymnastics to convince herself that the Crimson City Jenny is a good, honest person, at least until confronted with direct evidence to the contrary.
I understand why Gen V made TMs reusable (for competitive battling purposes), but it makes more sense to do it the old way from an RP perspective.
Another thing you might want to consider for the race-related TMs/Tutors is making a minimum BL requirement to use them. Lower-level Pokémon generally don't have the Endurance to use high-intensity Boosts such as Extreme Speed. Do you want me to make compatibility lists for the TMs, or are you making it a "use your common sense" thing?
Additionally, tracks. I still need the terrain types and approximate difficulty levels for each track in Ageos, so I can get to work designing them. If you would, please?
I understand why Gen V made TMs reusable (for competitive battling purposes), but it makes more sense to do it the old way from an RP perspective.
Another thing you might want to consider for the race-related TMs/Tutors is making a minimum BL requirement to use them. Lower-level Pokémon generally don't have the Endurance to use high-intensity Boosts such as Extreme Speed. Do you want me to make compatibility lists for the TMs, or are you making it a "use your common sense" thing?
Additionally, tracks. I still need the terrain types and approximate difficulty levels for each track in Ageos, so I can get to work designing them. If you would, please?
I'd like the "use your common sense" approach, at least until we actually have to nail something down...
General Track Layouts/Difficulties...
El Ectri City Track
Urban Parkour - Overland/Aerial -
Laurel City Track
Mossy Canyon Pass - Overland/Aerial -
Route 14 Practice Track
Arthur River Bend - Overland/Aquatic -
Route 18 Practice Track
Twilight Run - Overland/Aquatic -
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Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
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It doesn`t matter much to me either way how TMs work. I got the move for Prinplup. Marowak was taught because I thought it could and there was no penalty against it. It doesn`t really need the move, being Marowak and all. I will edit my post.
Are there any other limits to TMs? Limit on # of TM moves a pokemon can learn for example?
Do races give xp/prizes? What does overland/aerial mean? Is it both or two different courses?
It doesn`t matter much to me either way how TMs work. I got the move for Prinplup. Marowak was taught because I thought it could and there was no penalty against it. It doesn`t really need the move, being Marowak and all. I will edit my post.
Do races give xp/prizes? What does overland/aerial mean? Is it both or two different courses?
Races give prizes to 1st, 2nd, and 3rd. Exactly how much depends on the difficulty of the track and the number of racers. They also give xp, just like a battle.
Edit:
Overland, Aerial, and Aquatic are the different types of races on that course.
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Thanks for the quick response! More questions, I`m interested in racing after my gym battle!
Do pokemon have seperate stats for each terrain type? Prinplup land vs Prinplup water / Garchomp land vs Garchomp aerial for example?
How would "creatively used moves" like Ice Beam work (to create ice for prinplup to skate on)? Or bubble (to bounce off the wall to make a sharp turn at high speed)?
Would it be illegal to make ice to run on in an aquatic race or water to swim in a land race? Is flying/gliding illegal in a land race?
I think prizes should pay to the top 25% or top 6, whichever is smaller.
Progress on track design: I have the Route 14 Overland course nearly done. When it's finished, I'd like you and Immersa to review it, if you could please.
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A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
Raptor, have you seen Immersa? It's been almost 48 hours. Maybe just busy with the release event?
Also if Ryoma wants to race at El Ectri, I can design the track first and send it to you. I'm in no hurry, I've got a lot to do with Josh's battle anyway.
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A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
Raptor, have you seen Immersa? It's been almost 48 hours. Maybe just busy with the release event?
Also if Ryoma wants to race at El Ectri, I can design the track first and send it to you. I'm in no hurry, I've got a lot to do with Josh's battle anyway.
I figured he's just been busy with the release event(s). Also, I would like the to get the El Ectri track(s) set up soon, if possible.
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Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Hey, sorry, I'm here. Been busy packing and stuff, and didn't have the energy to update yesterday. This weekend is going to be busy as well, with the release, and (Canadian) thanksgiving weekend, but I'll try to keep up ^^
Hey, sorry, I'm here. Been busy packing and stuff, and didn't have the energy to update yesterday. This weekend is going to be busy as well, with the release, and (Canadian) thanksgiving weekend, but I'll try to keep up ^^
Thanks so much for your work in this. You really make this WP tick--you do almost as much as Raptor since you update so frequently under normal conditions.
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A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
Also, I think I have the racing rules and regulations ready to post. I'll put them here for now, then if we don't have any issues, Raptor can move them to the main rules thread or something. I want feedback--look how much work it took to get the BL system working. If there's ANYTHING I missed, please let me know.
As far as I'm aware, I'm going to be handling all the updates for races.
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I. Introduction
While all trainers strive to be the very best, not all trainers believe that combat prowess is the only, or even the best, indicator of bond between the two. Some people believe dance contests and appeals contests are the way to go. Some strive to breed Pokémon to create the perfect specimen.
But some trainers seek a different kind of battle: to make their Pokémon the fastest they can be. The Pokémon Racing Federation exists to allow these trainers to compete, bringing home cash prizes, trophies, fame, and most importantly, the title of "fastest Pokémon racer in the world." Each race in the Indigo Cup gatheris tens of thousands of spectators. Watching dozens of Pokémon run, swim, or fly across a complex, challenging, and often dangerous track is a sight to behold.
As a participant in official Federation races, it is vital to know the rules and regulations. Even as a fan, knowledge of them can enhance your experience in watching and following races throughout the world.
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II. Eligibility
Any Pokémon capable of bearing its trainer as a rider is eligible to participate in a race. If you're unsure about whether a Pokémon can do so, ask Raptor or me. Even if it's normally too small or too weak physically, you can often bend this rule a bit through repeated, specialized training.) The participant has to be directly mounted on his entered Pokémon in some way--for instance, constructing a sled and having the Pokémon pull him in it is not allowed.
Eligible Pokémon are placed into three divisions: Overland, Aquatic, and Aerial, and will only race with Pokémon in the same division.
Overland: The race takes place on a track crafted on the ground. The track's path is traced by colored markers on both sides of its bounds when terrain itself does not mark track bounds.
Aquatic: The race takes place on a track crafted on the surface of the water. Pokémon and trainer generally race on the water's surface, but may dive underwater when the track allows it. The track's path is traced by colored markers on both sides of its bounds when terrain itself does not mark track bounds.
Aerial: The race takes place on a track crafted in midair. The track's path is traced by colored markers on both sides of its bounds. Markers' height determines the maximum altitude permissible during a race, when terrain does not restrict upward movement.
In all divisions, shortcutting out of bounds is never permissible, and will result in an immediate RETIRE penalty. Pokémon eligible for multiple divisions must remain within the medium in which they are entered. For instance, a Pokémon that enters the Overland division but is also eligible for the Aerial division is not permitted to fly in an Overland race, and is not permitted to run in an Aerial race.
Four racing classes exist to attempt to divide racers into skill brackets, making races closer and more exciting. They are known as follows:
AMATEUR CLASS: For beginning racers, this class consists of racers who generally aren't serious about improving; to them, it's more of a hobby. Pokémon of Battle Levels 1 through 8 are eligible for this class.
VETERAN CLASS: For intermediate racers, this class consists of racers who are serious about improving their techniques. They aren't incredibly cutthroat, and only a few seriously consider trying to get on the pro circuit. Generally the toughest racers in the local area, but they rarely travel outside their region. Pokémon of Battle Levels 6 through 13 are eligible or this class.
PROFESSIONAL CLASS: For expert racers, this class consists of people who race Pokémon for a living, or people who actively seek to do so. They are willing to travel outside the region, and try to participate in every major race nationwide. Pokémon of Battle Levels 11 through 18 are eligible for this class, and riders must have achieved at least two Veteran Class wins on the circuit.
ALL-STAR CLASS: The class that professionals dream to get into, entry into this class is a claim to fame. Everyone who races in this class is a celebrity among racers, and people from all over the world flock to watch races with such talented participants. Pokémon must be at least Battle Level 16 to be eligible, and riders must have at least three Professional Class wins on the circuit, one of which must be a major championship.
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III. Statistics
Each racing-eligible Pokémon has a set of three statistics per eligible division. These determine how well the Pokémon performs on the track in various conditions. The three statistics are called Speed, Endurance, and Reaction.
Speed: Represents the Pokémon's acceleration and maximum speed--how fast it is on sections of track with no obstacles and turns. Speed also represents how well a Pokémon can clear track obstacles that require a jump, such as a gap in the track.
Endurance: Represents the Pokémon's stamina. Performing a Boost consumes Endurance. Failing an Obstacle or incidental contact with other racers can also reduce Endurance. If a Pokémon's Endurance is reduced below zero, that Pokémon will RETIRE due to exhaustion. (A Pokémon with Endurance of exactly zero can continue, but anything that reduces Endurance will result in RETIRE.)
Reaction: Represents the Pokémon's ability to make turns and handle rough terrain. Pokémon with higher Reaction have to slow down less on difficult portions of the track, and some Pokémon with extremely high Reaction can afford to take tough areas at full speed or even Boost through them.
A Pokémon's base stats are common to each species, and range from 1 to 30 (these values are pulled from a table that only RaikouRider and the WPLs have access to, and will be provided by PM when participants need them.) A Pokémon of Battle Level 1 has stats equal to its base stats. Every Battle Level gained beyond the first will raise the Pokémon's stats by 25% of their base (keep decimals.)
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IV. Obstacles
Each track consists of a certain number of Obstacles, usually somewhere between six and twelve. Obstacles are points of interest on the track, and do not necessarily have to be what would be considered an "obstacle." For instance, a long straightaway could be considered a Speed-based Obstacle. Obstacles come in the following varieties:
Speed-based Obstacle: These represent long, straight stretches of track where it's time to go all-out with speed, or a challenge that requires a minimum speed to cross, such as a jump.
Reaction-based Obstacle: These represent stretches of track full of tricky turns, or stretches of track full of obstructions to be dodged. Obstructions can be natural or man-made.
Endurance-based Obstacle: These represent stretches full of unavoidable, hazardous terrain. Certain Pokémon or Pokémon types may change the Difficulty Class of this type of Obstacle or remove it entirely. This type of Obstacle may be combined with either a Speed or Reaction Obstacle.
Each Obstacle will have an associated Difficulty Class attached to it. The WPL will provide a detailed description of the Obstacle, and reveal the type of Obstacle it is. From that information, it is the player's job to determine the appropriate action to be taken. After actions have been declared, the player will roll 1d20 and add the appropriate stat (Speed, Reaction, or Endurance). If the total result exceeds the Difficulty Class of the Obstacle, the Obstacle is cleared. Otherwise, the Obstacle is failed, and a penalty is levied according to the Obstacle's penalty chart. Penalties can range from as light as a loss of speed to as heavy as RETIRE.
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V. Actions
When confronted with an Obstacle, players have several options they can perform:
1) Boost. A Pokémon may use certain Federation-approved attacks to raise Speed at the expense of Reaction and Endurance in a single Obstacle. As such, there is a great risk to using Boost during Reaction-based Obstacles. Each Boost technique has a Speed bonus, a Reaction penalty, and an Endurance penalty. Using Boost in consecutive obstacles (essentially holding Boost through multiple Obstacles without cooldown time) levies an increasing penalty on Endurance, multiplying the penalty by the number of consecutive Boosts. If not enough Endurance is available to perform a complete Boost, all remaining Endurance can be used in a partial Boost.
Below is a list of universally-accepted Boost techniques, along with their relative strength level. Stronger techniques propel the Pokémon faster, but are more strenuous to perform. If you want to use a Boost technique not listed here, or you feel a technique is missing from this list, contact RaikouRider or a WPL for approval--many not listed here are acceptable, merely Pokémon specific.
Aerial Ace - Aerial only - Power 1
Agility - All - Power 5
Aqua Jet - Aquatic only - Power 1
Bug Buzz - Aerial - Power 2
Double Team - All - Power 5
Extreme Speed - All - Power 6
Flame Wheel - Overland - Power 2
Flare Blitz - Overland - Power 4
Hydro Cannon - Overland - Power 4
Quick Attack - Overland/Aerial - Power 1
Rock Polish - Overland - Power 3
Tailwind - Overland/Aerial - Power 3
2) Slowdown - Some Pokémon just don't have good turning that others do. In this case, it is often better to slow down through difficult, Reaction-based Obstacles and give up a little ground to more agile foes rather than blast through and risk wiping out in the Obstacle, giving up a lot of ground and possibly even not recovering at all.
3) Normal - You may choose to neither Boost nor Slowdown. This represents taking the current Obstacle at full speed.
4) Breakthrough - Certain Reaction-based Obstacles can be rammed down or trampled over by Pokémon with sufficient Endurance. When the WPL or race overseer tells you this option is available, you may instead take an Endurance penalty to convert the Reaction-based Obstacle into a Speed-based Obstacle with the same Difficulty Class. This represents your Pokémon brute-forcing its way through the Obstacle instead of maneuvering around it. This action may be combined with Boost.
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VI. Track Points
Due to the difficulty of following time and race position through a numerical system, race performance will be charted through the Track Points system.
On any particular Obstacle, the base Track Points awarded is the Pokémon's appropriate stat, plus the 1d20 roll, minus the Difficulty Class of the Obstacle. For instance, if a Pokémon's total roll on an Obstacle is 34, and the Obstacle's Difficulty Class is 30, the Pokémon receives 4 Track Points. If the result is negative, consult the Obstacle's penalty chart. However, there are things that can modify this value. This is where it can get a little confusing. This is a list of conditions that can modify the calculation of Track Points, and is not intended to be comprehensive; some tracks can modify these calculations in unique ways.
1) Boost. Boost directly increases your Speed on Speed-based Obstacles. However, if you are confident that you can pass a Reaction-based Obstacle with flying colors, you can Boost through it. If you choose to do so, and you pass the Obstacle, twice the value of the Speed increase your Boost gives will be added to Track Points (effectively removing the Reaction penalty and adding it to the score instead). However, if you fail the Obstacle while Boosting, the penalty for failure will be increased.
2) Slowdown. By slowing down, you can trade Track Points for Reaction in a Reaction-based Obstacle, on a 1.5-for-1 basis (effectively losing 0.5 Track Point per point converted on a successful Obstacle). The penalty for failing an Obstacle is always greater than 1.5 Track Points per point failed by, so slowing down to make sure you get through the Obstacle is often better than failing the Obstacle. You can also have your Pokémon slow down during Speed-based Obstacles to trade Track Points for Endurance on a 1.5-for-1 basis. If you fail the Obstacle, your traded Track Points are not refunded.
3) Terrain. Different types of terrain can confer Track Points bonuses or modify Difficulty Classes of obstacles. For instance, an icy turn would be a Reaction-based Obstacle that Ice-type Pokémon or Pokémon with clawed feet would have an easier time with, hence a reduced Difficulty Class.
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VII. Penalties
Several conditions can cause a Track Points penalty to be levied on a participant, or even a RETIRE penalty.
A racer is forced to RETIRE if he commits a serious infraction, or his Pokémon's Endurance is reduced to less than zero. (A Pokémon with exactly zero Endurance can still continue running.) A racer forced to RETIRE does not finish the race, and gets last place in the event. If multiple racers RETIRE, the lesser rank is awarded to the racer who RETIREd first.
RETIRE penalties are levied for the following infractions:
- Repeated or rough, clearly intentional contact with another racer.
- Short-cutting out of bounds.
- Traveling using a medium other than the one established prior to the start of the race.
- Using an unauthorized Pokémon technique, or using any natural or man-made device to interfere with the race in any way.
Track Points penalties are levied for most minor infractions, the most common being rough or repeated, but unintentional, contact.
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Emille, Seven-Sting Dancer Shalin Nariya
I think that's a great idea. I'll get making those TMs when get done with my classes for today.
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And yes, Beryl is going to continue to go through all sorts of mental gymnastics to convince herself that the Crimson City Jenny is a good, honest person, at least until confronted with direct evidence to the contrary.
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Emille, Seven-Sting Dancer Shalin Nariya
Does this mean TMs are officially multi-use like in Gen V?
I'd like to keep it like gen IV, if possible. I never liked the way gen V handled TMs.
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Another thing you might want to consider for the race-related TMs/Tutors is making a minimum BL requirement to use them. Lower-level Pokémon generally don't have the Endurance to use high-intensity Boosts such as Extreme Speed. Do you want me to make compatibility lists for the TMs, or are you making it a "use your common sense" thing?
Additionally, tracks. I still need the terrain types and approximate difficulty levels for each track in Ageos, so I can get to work designing them. If you would, please?
Emille, Seven-Sting Dancer Shalin Nariya
I'd like the "use your common sense" approach, at least until we actually have to nail something down...
General Track Layouts/Difficulties...
El Ectri City Track
Urban Parkour - Overland/Aerial -
Laurel City Track
Mossy Canyon Pass - Overland/Aerial -
Route 14 Practice Track
Arthur River Bend - Overland/Aquatic -
Route 18 Practice Track
Twilight Run - Overland/Aquatic -
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Are there any other limits to TMs? Limit on # of TM moves a pokemon can learn for example?
Do races give xp/prizes? What does overland/aerial mean? Is it both or two different courses?
Thanks, sorry I wasn't clear earlier.
Yes, a Pokemon is limited to Four TM moves. I'll put a TM icon next to the move to remind everyone which moves were TM'd...
Races give prizes to 1st, 2nd, and 3rd. Exactly how much depends on the difficulty of the track and the number of racers. They also give xp, just like a battle.
Edit:
Overland, Aerial, and Aquatic are the different types of races on that course.
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Do pokemon have seperate stats for each terrain type? Prinplup land vs Prinplup water / Garchomp land vs Garchomp aerial for example?
How would "creatively used moves" like Ice Beam work (to create ice for prinplup to skate on)? Or bubble (to bounce off the wall to make a sharp turn at high speed)?
Would it be illegal to make ice to run on in an aquatic race or water to swim in a land race? Is flying/gliding illegal in a land race?
Also my OCD is complaining there are some weird spacing gaps in the Rules thread under "How do I Search For" and "Become a Gym Leader."
The lead researcher's name is different on these two cards. Which is the correct one?
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Fixed. Also, Sarina Reley is the head researcher.
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I was thinking they should pay to top 6 if there are 24 or more racers. In the big races, it's typically around 30.
Emille, Seven-Sting Dancer Shalin Nariya
ok, what do you think the prize distribution should be then?
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Progress on track design: I have the Route 14 Overland course nearly done. When it's finished, I'd like you and Immersa to review it, if you could please.
Emille, Seven-Sting Dancer Shalin Nariya
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Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Set Creation Projects: Archester: Frontier of Steam Come over and check out our AWESOME Steampunk set.
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Also if Ryoma wants to race at El Ectri, I can design the track first and send it to you. I'm in no hurry, I've got a lot to do with Josh's battle anyway.
Emille, Seven-Sting Dancer Shalin Nariya
I figured he's just been busy with the release event(s). Also, I would like the to get the El Ectri track(s) set up soon, if possible.
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Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Set Creation Projects: Archester: Frontier of Steam Come over and check out our AWESOME Steampunk set.
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If El Ectri's track is supposed to be hard, what do you think about basing it on this course? An aerial version of it could be adapted easily.
http://www.youtube.com/watch?v=UtE3laYM0ww
Emille, Seven-Sting Dancer Shalin Nariya
Thanks so much for your work in this. You really make this WP tick--you do almost as much as Raptor since you update so frequently under normal conditions.
Emille, Seven-Sting Dancer Shalin Nariya
Come on and check it out. You know you want to.