What you guys describe, people never losing, or never taking damage, is called 'god modding'. The origin of the name isn't important. What IS important is it's a person acting like they are invincible, or "god-like". It's against the rules in the Colosseum, and against the rules for any RPer in general. Just tell us it's going on and we fix it. Simple as that.
As for how you decide who has won and who has lost, just think about how much damage both of you has taken. Decide if you've taken enough damage for your character to faint. If not, have they taken enough for them to faint? If so, why are they not fainting? If they're not fainting for no good reason, call a mod.
See how it works?
I don't actually think that people are going to just say they dodge every attack, but as far as I can tell, all you really have to do to win is to dodge just one more attack than your opponent does. How can you call someone out on that?
Secondly, I do not support using dice; I did not suggest it. I do think there should be an objective standard of some sort, though. Just to give people a reference point.
The biggest question I have is if Nai is going to be the only mod running this, because honestly, just from my own experience with these matters, you're probably going to need two or three mods on this one.
Photon Eater is mod, also. Considering how often their absences have been overlapping, though, I would not complain about a third mod.
What?! Look at the initial post; he is dead. Deceased. Kaputt. Indefinitely horizontal. In mafia games, you see, people are occasionally "killed off," and when that sad event occurs, he or she is no longer allowed to post, on account of rigor mortis and what-have-you.
'Welcome to Mafia Salvation', it said, 'Population: 3,660.' And someone, they never figured out who, had painted on the sign in red letters: '1,831 to lynch.'
I don't actually think that people are going to just say they dodge every attack, but as far as I can tell, all you really have to do to win is to dodge just one more attack than your opponent does. How can you call someone out on that?
Very true. In Pokemon, even one attack can make a huge difference.
For instance, say I have a pokemon who uses Thunder. Who decides whether the attack is the 70% that hits or the 30% that misses? Who decides whether or not it paralyzes? Who decides when the opponent's pokemon can't move? Ice Beam: who decides when it freezes? Rock Slide: who decides when the pokemon flinches? Any sleep move: who decides when the pokemon wakes up?
Secondly, I do not support using dice; I did not suggest it. I do think there should be an objective standard of some sort, though. Just to give people a reference point.
Well, there is. The math of Pokemon is well documented.
The problem is you guys are making this too stats based. We're not talking numbers here. If you start talking numbers, things start getting ugly. What happens if I want to use, say, Delibird, one of the worst pokemon known, and you have, say, Blissey? How am I supposed to beat you? If we're talking numbers, it's impossible. Delibird can never beat Blissey. However, if we just talk straight-up creativity, a Delibird can beat a Blissey just by having the player be creative.
As for D&D without dice... That's how I usually describe free-form RP. But if you're talking about comparing stats... You're just taking a random element out of the battling, which means there's no RP either. All you have to do is compare two stats and you already know the winner. There's no point to that, either.
As for the absence of me and Photon... Well, I don't know about Photon, but one of the reasons I haven't been posting is I've been waiting for everyone involved on a certain event/etc. to actually post. I don't like leaving people behind, but that's what I'm going to end up having to do. If you actually get involved in a quest/bounty/what-have-you, you should put aside time to complete it. Otherwise, you're holding people back.
Alright, for the purposes of a free form RPG, it's like this-
Thunder, Thunderbolt, Spark, Discharge, etc- they're all basically the same move as far as damage and accuracy is concerned. They just shoot thunder, and that's about it. Moves are just flavor strapped over the skeleton of a basic action, and the "better" a move is in the source material, the flashier and more impressive it will be in this game... but it won't necessarily be any better. As for HMs, unless used in combat, I feel like access to HMs is somewhat irrelevant. Being able to move quickly from location to location basically already happens on a smaller scale. When you move from say, the Pokecenter to the Pokemart you do this without documenting every step you take. Access to HM moves allows you to do this on a greater scale, but doesn't really affect the game otherwise- and it won't, in general, unless for some reason being able to reach the next (as of yet, non-existent) city in some sort of race.
I feel like these are valid concerns to bring up, though- I mean, how DOES one know when a sleep status wears off? Freeform battling leaves a lot to an unspoken honor system, but this game is such that it is a freeform with an innate and vital competitive element. I personally do NOT feel regulating chance with a mechanic is "stifling", as many people feel better knowing when their actions can be outlined as successful or not by an objective set of guidelines.
But I think it doesn't hurt to simply give the freeform a try- and I feel like if at the end of the day it doesn't work for a majority of the players, then we should discuss implementing a very VERY basic set of rules merely in regards to battle. However, if you find it works for you, then it should be just fine. People use freeform all the time, and it generally doesn't provide a lot of problems, but it can be confusing and seem to be almost a non-rule system when you just start out.
And while it isn't my decision to make, I will say that if comes to be that god-modding, ridiculous feuds over who wins the battle, and a general attitude of confusion is prevalent, I will definitely be pressing for some sort of rudimentary rules on battle merely to make the play experience better for everyone. I don't feel like this game should become a battle ground of "freeform" versus "heavy mechanics", nor do I feel any form of RP elitism has it's place here. We just wanna have fun, and if something interferes with that we have a problem. However, for those who are skeptical, freeform DOES work, it just takes some a light touch and some adjustment to get the hang of it.
Finally, as to my absence- as some of you know, I'm sort of working the month from hell right now, with extra hours, strange scheduling, and family issues galore to tie me up in my free time. Also, this is my first foray into the Collo outside the Inn, and I'm just sort of watching Nai to get a feel for how you guys all do this.
Meanwhile, I don't think a third mod would be problematic at all.
Well, there is. The math of Pokemon is well documented.
While this much is true, the math is also fairly complicated. Well, let me rephrase that- it's not so much complicated as it is more complicated than you want for each player (or even each mod) to be constantly calculating on their own.
I'm very pleased someone knew to respond in such a manner.
I'm saddened that it took me that long to get the joke.
The biggest question I have is if Nai is going to be the only mod running this, because honestly, just from my own experience with these matters, you're probably going to need two or three mods on this one.
He isn't the only one running it, I'm here- I'm just sort of a wimp who is afraid to get my feet wet until I have a better idea of how you guys expect a mod to act in the Collo.
I've started up my own little quest/story/whatever, but by the time I did that, most were already involved in the whole Tauros swarm event and the other things related to it.
Completely different line of questioning - if I'm playing a trainer who isn't completely new, can I just deduct the value of some items from his starting funds and assume he acquired them ahead of time, or do I have to make for the local mart?
Completely different line of questioning - if I'm playing a trainer who isn't completely new, can I just deduct the value of some items from his starting funds and assume he acquired them ahead of time, or do I have to make for the local mart?
Completely different line of questioning - if I'm playing a trainer who isn't completely new, can I just deduct the value of some items from his starting funds and assume he acquired them ahead of time, or do I have to make for the local mart?
For instance, say I have a pokemon who uses Thunder. Who decides whether the attack is the 70% that hits or the 30% that misses? Who decides whether or not it paralyzes? Who decides when the opponent's pokemon can't move? Ice Beam: who decides when it freezes? Rock Slide: who decides when the pokemon flinches? Any sleep move: who decides when the pokemon wakes up?
I think this is the foundation of the concern, actually. Some moves are naturally incredibly swingy in the game due to effects that go beyond just damage. The most extreme example: if a Pokemon uses Sheer Cold, their opponent basically gets to decide whether or not they lose, then and there. On what basis can they decide that? The whole POINT of the ability is that it misses a lot, but it would be downright stupid to have it miss every time. Lots of moves are like that, with extra effects that are only supposed to happen occasionally, but what player is going to choose to have his own pokemon be frozen from an Ice Beam, and disallow himself from playing for the next several posts?
What?! Look at the initial post; he is dead. Deceased. Kaputt. Indefinitely horizontal. In mafia games, you see, people are occasionally "killed off," and when that sad event occurs, he or she is no longer allowed to post, on account of rigor mortis and what-have-you.
'Welcome to Mafia Salvation', it said, 'Population: 3,660.' And someone, they never figured out who, had painted on the sign in red letters: '1,831 to lynch.'
I think this is the foundation of the concern, actually. Some moves are naturally incredibly swingy in the game due to effects that go beyond just damage. The most extreme example: if a Pokemon uses Sheer Cold, their opponent basically gets to decide whether or not they lose, then and there. On what basis can they decide that? The whole POINT of the ability is that it misses a lot, but it would be downright stupid to have it miss every time. Lots of moves are like that, with extra effects that are only supposed to happen occasionally, but what player is going to choose to have his own pokemon be frozen from an Ice Beam, and disallow himself from playing for the next several posts?
Exactly. Like it or not, there will need to be random number generators just for the stuff that will piss people off.
The other example is Double Team. Say my character double teams to the point where his evasion is unnecessarily high, like 10% chance of being hit. Well, there's still a 10% chance of being hit.
Quote from Photon Eater »
While this much is true, the math is also fairly complicated. Well, let me rephrase that- it's not so much complicated as it is more complicated than you want for each player (or even each mod) to be constantly calculating on their own.
It's not THAT bad, in my opinion. However, with the real RP element of this, it is going to be a difficult call.
I don't really see any problem with any of the circumstances you've stated, it's just that you guys are being far too anal about them (no offense intended). You're stuck in a "Must follow game perfectly" attitude.
- Double Team in the anime created several illusory copies of the Pokemon (that would disappear in one hit), no reason why it can't here.
- Sheer Cold is a OHKO attack that's very hard to hit with. Assume that it's extremely powerful, but needs a near stationary target to have a chance at hitting.
- Ice Beam could always create a layer of ice 100% of the time, but the Frozen condition doesn't have to be so crippling.
Get the idea? If something doesn't work through game nature, and if it requires some inane stat calculations to work properly, stretch it so that it does work without all the math. If you have any questions about it, just ask a Mod. That's (partially) what they're here for.
EDIT: If you guys are still having some issues, me and Nai (or anyone who understands the system) could always have a mock battle or something to show you.
I don't really see any problem with any of the circumstances you've stated, it's just that you guys are being far too anal about them (no offense intended). You're stuck in a "Must follow game perfectly" attitude.
- Double Team in the anime created several illusory copies of the Pokemon (that would disappear in one hit), no reason why it can't here.
- Sheer Cold is a OHKO attack that's very hard to hit with. Assume that it's extremely powerful, but needs a near stationary target to have a chance at hitting.
- Ice Beam could always create a layer of ice 100% of the time, but the Frozen condition doesn't have to be so crippling.
Get the idea? If something doesn't work through game nature, and if it requires some inane stat calculations to work properly, stretch it so that it does work without all the math. If you have any questions about it, just ask a Mod. That's (partially) what they're here for.
EDIT: If you guys are still having some issues, me and Nai (or anyone who understands the system) could always have a mock battle or something to show you.
Once again, I think it's a system doomed to failure, but I'm willing to give it a try.
I don't really see any problem with any of the circumstances you've stated, it's just that you guys are being far too anal about them (no offense intended). You're stuck in a "Must follow game perfectly" attitude.
Of course they are. The source material is a game. It's the nearest frame of reference for them. I think the concerns are completely justified, not to mention ones that can only come up as a natural question for people not familiar with freeform RP. There needs to be a bit of compromise, but part of that might entail allowing for a basic rule for combat if enough people seem to want it, in my opinion.
Get the idea? If something doesn't work through game nature, and if it requires some inane stat calculations to work properly, stretch it so that it does work without all the math. If you have any questions about it, just ask a Mod. That's (partially) what they're here for.
Another solution might be to have a list of problematic moves and a mod definition of how they would work.
Also, and this is just a minor thing: I've spent two, going on three days now, basically performing the same action. Which is: "Highroller tries to figure out what Pokemon are in the general area". Could I just get an answer to this? I mean, this really should be basic knowledge to the inhabitants.
This leads me to another thing: as more cities are being added, can we have like a sort of basic overview of the city? Like a "Celestia City at a glance" or something?
Also, and this is just a minor thing: I've spent two, going on three days now, basically performing the same action. Which is: "Highroller tries to figure out what Pokemon are in the general area". Could I just get an answer to this? I mean, this really should be basic knowledge to the inhabitants.
I'm assuming that you're asking for a rarer Pokemon, or they just haven't created an area that has them yet :p. Maybe a mixture of both.
I'm assuming that you're asking for a rarer Pokemon, or they just haven't created an area that has them yet :p. Maybe a mixture of both.
There are only two explorable areas right now.
No, I'm asking with regards to the road between the two cities. Basically, "If Highroller wanders through grass, and all of a sudden everything starts flashing and spinning and going "Deeetdoolooo-deeetdooloooo-deeetdoolooo-deetdoolooo-deeetdooloooo- doo doo doo doo doo doo", what's going to come rushing up to bite Highroller in the ass?"
I mean, I don't need a spread sheet, just like, "You'll encounter weedles," or "you'll probably find a pidgey", or "you'll find a level 185 Mewtwo. Damn man, you really should have looked at what Highroller equated to in Hexadecimal. Because right now you're an IDIOT." That's all.
No, I'm asking with regards to the road between the two cities. Basically, "If Highroller wanders through grass, and all of a sudden everything starts flashing and spinning and going "Deeetdoolooo-deeetdooloooo-deeetdoolooo-deetdoolooo-deeetdooloooo- doo doo doo doo doo doo", what's going to come rushing up to bite Highroller in the ass?"
I mean, I don't need a spread sheet, just like, "You'll encounter weedles," or "you'll probably find a pidgey", or "you'll find a level 185 Mewtwo. Damn man, you really should have looked at what Highroller equated to in Hexadecimal. Because right now you're an IDIOT." That's all.
If you meant your questions in the Lab thread, you basically zoomed right in on the Beldum. Remember, answers can only be given to questions asked :). If you'd followed up with a general inquiry instead of a specific one, you might have gotten the answer you wanted (of course, I don't know what Nai does, so that's just a possibility). If you were talking about other posts, just ignore me.
...why am I even answering questions anyway :confused2:?
If you meant your questions in the Lab thread, you basically zoomed right in on the Beldum. Remember, answers can only be given to questions asked :).
Well, my question was "What pokemon are in the area?". You really can't go more specific than that, so the request for what pokemon I specifically was looking for didn't help, because I don't know what I'm looking for, that's why I'm asking for a rough idea of what's around.
So basically, my character dismissed Professor Willow as an asshat.
Completely different line of questioning - if I'm playing a trainer who isn't completely new, can I just deduct the value of some items from his starting funds and assume he acquired them ahead of time, or do I have to make for the local mart?
In actuality, there's no reason you can't do that. I didn't see a question of that nature anywhere. What I saw is questions about experienced trainers having more powerful pokemon starting off, which is a big no-no.
I think this is the foundation of the concern, actually. Some moves are naturally incredibly swingy in the game due to effects that go beyond just damage. The most extreme example: if a Pokemon uses Sheer Cold, their opponent basically gets to decide whether or not they lose, then and there. On what basis can they decide that? The whole POINT of the ability is that it misses a lot, but it would be downright stupid to have it miss every time. Lots of moves are like that, with extra effects that are only supposed to happen occasionally, but what player is going to choose to have his own pokemon be frozen from an Ice Beam, and disallow himself from playing for the next several posts?
Exactly. Like it or not, there will need to be random number generators just for the stuff that will piss people off.
The other example is Double Team. Say my character double teams to the point where his evasion is unnecessarily high, like 10% chance of being hit. Well, there's still a 10% chance of being hit.
It's not THAT bad, in my opinion. However, with the real RP element of this, it is going to be a difficult call.
I think whoever posted it had the right idea in saying you guys are basing this a little too much on the GAME, as opposed to the anime. It's really supposed to be more like the Anime. In the game, a trainer can't do anything at all, save call out moves and such. In this, the trainer is really part of the action. The trainer might be in a struggle with an evil trainer while their pokemon fight. The only reason I stopped the one instance of this is because it's storyline-related and I have a specific end in mind.
Basically: Take the general idea of what the move does. Form an attack around it, taking into account your opponent, your surroundings, etc. Double Team shouldn't be stats related. It should just make illusions of you for them to attack. Sheer Cold... On that note, I'm actually thinking about saying no OHKO moves should be allowed, because they're extremely cheap and would never hit.
Also, and this is just a minor thing: I've spent two, going on three days now, basically performing the same action. Which is: "Highroller tries to figure out what Pokemon are in the general area". Could I just get an answer to this? I mean, this really should be basic knowledge to the inhabitants.
This leads me to another thing: as more cities are being added, can we have like a sort of basic overview of the city? Like a "Celestia City at a glance" or something?
Sorry, I've been quite busy the last few days. But, more importantly, I haven't yet figured out a way to do random pokemon encounters in a way that's a fair representation of the population without actually choosing a population for each area. Right now, I've got a list of the general habitats for each pokemon and I'm really just going to roll dice and see what happens.
As for the basic overview, when I make a guide for this (soon), there'll be a post that shows what each city has.
Nai: Fair enough, but seriously, the only reason my character's not actually participating in anything because he's waiting for the Pokedex to give him anything. So give him ANYTHING.
Er... I'm not sure if you quite get what a World Project is. You need to go searching for something. It's not exactly my job to just GIVE you something to do, as much as it seems it.
On another note: If needed, we can make a very low-key stats system purely for PvP battles. And you don't need to use it if you don't want to.
Er... I'm not sure if you quite get what a World Project is. You need to go searching for something. It's not exactly my job to just GIVE you something to do, as much as it seems it.
I'm not asking for you to tell me what to do.
I'm asking for the basic information about the area I've been waiting three days for. Which is not unreasonable. People would know at least what pokemon are not in the area. I assume this city isn't in a cave, isn't in a desert, isn't underwater, and is in a temperate zone. That's got to bring some assumptions to my character.
But I can tell I'm wasting my time asking. Next time you intend to not answer questions, please say so.
I told you three posts ago I haven't figured out how to handle random encounters yet, so I wouldn't know what pokemon are in which zone. That's not something I can handle right now.
Not to extend this argument, but why is this an issue, Nai? Can't you just pick some random pokemon that seems reasonably pathetic and let HR battle it? Is there some reason why it should matter whether he fights a Zigzagoon or a Wurmple? Who cares? Even if you say that Route 205 is a favorite tanning spot for Entei and Mewtwo, I don't see how it makes a difference, since it isn't like HR is going to do more than get crushed and/or ignored if he goes out and finds them.
What?! Look at the initial post; he is dead. Deceased. Kaputt. Indefinitely horizontal. In mafia games, you see, people are occasionally "killed off," and when that sad event occurs, he or she is no longer allowed to post, on account of rigor mortis and what-have-you.
'Welcome to Mafia Salvation', it said, 'Population: 3,660.' And someone, they never figured out who, had painted on the sign in red letters: '1,831 to lynch.'
Well, the problem is that it's not JUST Highroller. If you go and check out the Route 205 thread, many people wanted random encounters. And I want to have a system in place so I can do them, regardless of where everyone is.
I have a very lazy way, currently, that I can use. However, it's not a way to say which pokemon is where, so it's also very random.
From the perspective of a player, it doesn't matter one bit whether their random encounter was generated randomly and 'fairly' using some elaborate mechanism or whether you just pick something. It's admirable to want to have a fair system of generating random encounters, but it's far from necessary. In fact, I would go so far as to say that for people actually looking to catch new Pokemon, an actual randomly generated encounter is pretty bad. (Sucks to be you, it's another Caterpie). In the games, you can burn through ten encounters in a few minutes, but in forum RP that could take a month. For people that are looking to expand their fold (might be a bit early for that, but hey), having to do ten random encounters to find a Pokemon that fits their character concept isn't a good option.
Also, how will combat be handled in terms of actual forum organization? I feel like doing combat right in the location thread might clutter it up a bit. Perhaps each player might have a thread where all of their combat takes place? (In the case of battles where more than one player is involved, they could either pick one person's thread or just use the location thread.)
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I don't actually think that people are going to just say they dodge every attack, but as far as I can tell, all you really have to do to win is to dodge just one more attack than your opponent does. How can you call someone out on that?
Secondly, I do not support using dice; I did not suggest it. I do think there should be an objective standard of some sort, though. Just to give people a reference point.
Photon Eater is mod, also. Considering how often their absences have been overlapping, though, I would not complain about a third mod.
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Very true. In Pokemon, even one attack can make a huge difference.
For instance, say I have a pokemon who uses Thunder. Who decides whether the attack is the 70% that hits or the 30% that misses? Who decides whether or not it paralyzes? Who decides when the opponent's pokemon can't move? Ice Beam: who decides when it freezes? Rock Slide: who decides when the pokemon flinches? Any sleep move: who decides when the pokemon wakes up?
Well, there is. The math of Pokemon is well documented.
As for D&D without dice... That's how I usually describe free-form RP. But if you're talking about comparing stats... You're just taking a random element out of the battling, which means there's no RP either. All you have to do is compare two stats and you already know the winner. There's no point to that, either.
As for the absence of me and Photon... Well, I don't know about Photon, but one of the reasons I haven't been posting is I've been waiting for everyone involved on a certain event/etc. to actually post. I don't like leaving people behind, but that's what I'm going to end up having to do. If you actually get involved in a quest/bounty/what-have-you, you should put aside time to complete it. Otherwise, you're holding people back.
My helpdesk should you need me.
Thunder, Thunderbolt, Spark, Discharge, etc- they're all basically the same move as far as damage and accuracy is concerned. They just shoot thunder, and that's about it. Moves are just flavor strapped over the skeleton of a basic action, and the "better" a move is in the source material, the flashier and more impressive it will be in this game... but it won't necessarily be any better. As for HMs, unless used in combat, I feel like access to HMs is somewhat irrelevant. Being able to move quickly from location to location basically already happens on a smaller scale. When you move from say, the Pokecenter to the Pokemart you do this without documenting every step you take. Access to HM moves allows you to do this on a greater scale, but doesn't really affect the game otherwise- and it won't, in general, unless for some reason being able to reach the next (as of yet, non-existent) city in some sort of race.
I feel like these are valid concerns to bring up, though- I mean, how DOES one know when a sleep status wears off? Freeform battling leaves a lot to an unspoken honor system, but this game is such that it is a freeform with an innate and vital competitive element. I personally do NOT feel regulating chance with a mechanic is "stifling", as many people feel better knowing when their actions can be outlined as successful or not by an objective set of guidelines.
But I think it doesn't hurt to simply give the freeform a try- and I feel like if at the end of the day it doesn't work for a majority of the players, then we should discuss implementing a very VERY basic set of rules merely in regards to battle. However, if you find it works for you, then it should be just fine. People use freeform all the time, and it generally doesn't provide a lot of problems, but it can be confusing and seem to be almost a non-rule system when you just start out.
And while it isn't my decision to make, I will say that if comes to be that god-modding, ridiculous feuds over who wins the battle, and a general attitude of confusion is prevalent, I will definitely be pressing for some sort of rudimentary rules on battle merely to make the play experience better for everyone. I don't feel like this game should become a battle ground of "freeform" versus "heavy mechanics", nor do I feel any form of RP elitism has it's place here. We just wanna have fun, and if something interferes with that we have a problem. However, for those who are skeptical, freeform DOES work, it just takes some a light touch and some adjustment to get the hang of it.
Finally, as to my absence- as some of you know, I'm sort of working the month from hell right now, with extra hours, strange scheduling, and family issues galore to tie me up in my free time. Also, this is my first foray into the Collo outside the Inn, and I'm just sort of watching Nai to get a feel for how you guys all do this.
Meanwhile, I don't think a third mod would be problematic at all.
While this much is true, the math is also fairly complicated. Well, let me rephrase that- it's not so much complicated as it is more complicated than you want for each player (or even each mod) to be constantly calculating on their own.
I'm saddened that it took me that long to get the joke.
He isn't the only one running it, I'm here- I'm just sort of a wimp who is afraid to get my feet wet until I have a better idea of how you guys expect a mod to act in the Collo.
I've started up my own little quest/story/whatever, but by the time I did that, most were already involved in the whole Tauros swarm event and the other things related to it.
Same question I had.
I would say that is just fine.
I think this is the foundation of the concern, actually. Some moves are naturally incredibly swingy in the game due to effects that go beyond just damage. The most extreme example: if a Pokemon uses Sheer Cold, their opponent basically gets to decide whether or not they lose, then and there. On what basis can they decide that? The whole POINT of the ability is that it misses a lot, but it would be downright stupid to have it miss every time. Lots of moves are like that, with extra effects that are only supposed to happen occasionally, but what player is going to choose to have his own pokemon be frozen from an Ice Beam, and disallow himself from playing for the next several posts?
Mafia MVP BM Mafia
Mafia MVP Matrix Mafia
Exactly. Like it or not, there will need to be random number generators just for the stuff that will piss people off.
The other example is Double Team. Say my character double teams to the point where his evasion is unnecessarily high, like 10% chance of being hit. Well, there's still a 10% chance of being hit.
It's not THAT bad, in my opinion. However, with the real RP element of this, it is going to be a difficult call.
- Double Team in the anime created several illusory copies of the Pokemon (that would disappear in one hit), no reason why it can't here.
- Sheer Cold is a OHKO attack that's very hard to hit with. Assume that it's extremely powerful, but needs a near stationary target to have a chance at hitting.
- Ice Beam could always create a layer of ice 100% of the time, but the Frozen condition doesn't have to be so crippling.
Get the idea? If something doesn't work through game nature, and if it requires some inane stat calculations to work properly, stretch it so that it does work without all the math. If you have any questions about it, just ask a Mod. That's (partially) what they're here for.
EDIT: If you guys are still having some issues, me and Nai (or anyone who understands the system) could always have a mock battle or something to show you.
Once again, I think it's a system doomed to failure, but I'm willing to give it a try.
Agreed.
Of course they are. The source material is a game. It's the nearest frame of reference for them. I think the concerns are completely justified, not to mention ones that can only come up as a natural question for people not familiar with freeform RP. There needs to be a bit of compromise, but part of that might entail allowing for a basic rule for combat if enough people seem to want it, in my opinion.
Another solution might be to have a list of problematic moves and a mod definition of how they would work.
Another suggestion may be not to compare it to the game, but rather to the anime.
I also think a third mod would be a good idea, particularly if it there seems to be a vocalized need for it.
This leads me to another thing: as more cities are being added, can we have like a sort of basic overview of the city? Like a "Celestia City at a glance" or something?
I'm assuming that you're asking for a rarer Pokemon, or they just haven't created an area that has them yet :p. Maybe a mixture of both.
There are only two explorable areas right now.
No, I'm asking with regards to the road between the two cities. Basically, "If Highroller wanders through grass, and all of a sudden everything starts flashing and spinning and going "Deeetdoolooo-deeetdooloooo-deeetdoolooo-deetdoolooo-deeetdooloooo- doo doo doo doo doo doo", what's going to come rushing up to bite Highroller in the ass?"
I mean, I don't need a spread sheet, just like, "You'll encounter weedles," or "you'll probably find a pidgey", or "you'll find a level 185 Mewtwo. Damn man, you really should have looked at what Highroller equated to in Hexadecimal. Because right now you're an IDIOT." That's all.
If you meant your questions in the Lab thread, you basically zoomed right in on the Beldum. Remember, answers can only be given to questions asked :). If you'd followed up with a general inquiry instead of a specific one, you might have gotten the answer you wanted (of course, I don't know what Nai does, so that's just a possibility). If you were talking about other posts, just ignore me.
...why am I even answering questions anyway :confused2:?
Well, my question was "What pokemon are in the area?". You really can't go more specific than that, so the request for what pokemon I specifically was looking for didn't help, because I don't know what I'm looking for, that's why I'm asking for a rough idea of what's around.
So basically, my character dismissed Professor Willow as an asshat.
In actuality, there's no reason you can't do that. I didn't see a question of that nature anywhere. What I saw is questions about experienced trainers having more powerful pokemon starting off, which is a big no-no.
I think whoever posted it had the right idea in saying you guys are basing this a little too much on the GAME, as opposed to the anime. It's really supposed to be more like the Anime. In the game, a trainer can't do anything at all, save call out moves and such. In this, the trainer is really part of the action. The trainer might be in a struggle with an evil trainer while their pokemon fight. The only reason I stopped the one instance of this is because it's storyline-related and I have a specific end in mind.
Basically: Take the general idea of what the move does. Form an attack around it, taking into account your opponent, your surroundings, etc. Double Team shouldn't be stats related. It should just make illusions of you for them to attack. Sheer Cold... On that note, I'm actually thinking about saying no OHKO moves should be allowed, because they're extremely cheap and would never hit.
Sorry, I've been quite busy the last few days. But, more importantly, I haven't yet figured out a way to do random pokemon encounters in a way that's a fair representation of the population without actually choosing a population for each area. Right now, I've got a list of the general habitats for each pokemon and I'm really just going to roll dice and see what happens.
As for the basic overview, when I make a guide for this (soon), there'll be a post that shows what each city has.
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On another note: If needed, we can make a very low-key stats system purely for PvP battles. And you don't need to use it if you don't want to.
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I'm not asking for you to tell me what to do.
I'm asking for the basic information about the area I've been waiting three days for. Which is not unreasonable. People would know at least what pokemon are not in the area. I assume this city isn't in a cave, isn't in a desert, isn't underwater, and is in a temperate zone. That's got to bring some assumptions to my character.
But I can tell I'm wasting my time asking. Next time you intend to not answer questions, please say so.
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I have a very lazy way, currently, that I can use. However, it's not a way to say which pokemon is where, so it's also very random.
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Also, how will combat be handled in terms of actual forum organization? I feel like doing combat right in the location thread might clutter it up a bit. Perhaps each player might have a thread where all of their combat takes place? (In the case of battles where more than one player is involved, they could either pick one person's thread or just use the location thread.)