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You right! Counter works only with physical moves and Water Pulse is a special move!
If the last amount of damage done before the use of Counter is greater than 0 and was dealt by a Normal-type or Fighting-type attack (except Counter), Counter will do twice as much damage to the opponent. Otherwise, Counter misses.
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Counter description:
"This move only worfs if the foe just used a Physical Attack. Roll the same damage pool as your foe last and add 2 damage dice."
So the counter failed and Gustav still in battle. Thats doesnt look fair to me Iron since Water Pulse ITS a special move not physical.
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Another thing I noticed: If Clauncher is only using 2 water pulses and is ignoring pain for the whole round, that first Water Pulse should have 7 D6 in its accuracy pool, not 5, right?
That could still crit since there's still 3 successes in the first 5 dice. And the extra two dice couldn't screw things up and make it miss with (1) results either, so there's no harm in adding the two dice if pain is being ignored. Particularly if the move crits and then does 1-2 more damage with the crit, which would KO Riolu outright.
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01-17-2018, 10:22 AM
(This post was last modified: 01-17-2018, 10:27 AM by Dragonstrike.)
Side note: I just read that there's a cap on how many will points any human/pokemon can have (unless GM discretion says otherwise). Seems the maximum is 10. Same section also talks about using the will score in the actual rolls (which is presumably for moves like Curse and Wish) or for whenever a character needs to overcome fear, sadness, rage, or also as a call for conscience when attempting misdeeds.
Seems there's a bit more to Will in the rulebook than I first thought...hmmm...
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Oh yeah! Water Pulse is a ranged move, so that combat needs all kinds of rerolls! Heart still has a chance!
The cap of 10 Will does apply. I didn't realize that was the intent of Will rolls - seems a little ambiguous, because it says Healing moves always require a Will point. I could call for a Will roll to overcome unusual effects, but you haven't encountered any yet.
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Fixed! The two extra damage dice between Force Palm and Counter made a big difference! I kept the dice the same and just truncated them where appropriate.
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I don't want to use it to change a player's decisions, just their ability to overcome limitations. Just like I never make D&D players roll Diplomacy to resist an NPC. The Voice watching him could have used some kind of mental power to hold him off, though, and that might be a good reason to use a Will roll.
I'll keep accuracy rules the same: no spamming, just use Dex+Fight+appropriate specialty.
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(01-17-2018, 11:42 AM)Iron Wrote: Fixed! The two extra damage dice between Force Palm and Counter made a big difference! I kept the dice the same and just truncated them where appropriate.
Thanks a lot Iron. Now I can continue in this Cup. You are awesome. And thank you too @
Dragonstrike for alert the necessary corrections.
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