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[Meta thread] Iron's PokeRole Adventure: The Skull Ruins
@Iron, how much XP Heart and Caesar take in this battle?
Kogeki currently ability to active in battles: Anticipation.
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Probably only 2 for Caesar, and 1 for Heart. It was a real easy fight, so I don't you'll be getting much more than that.
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!

Heart Phantom is my OTP~ Heart

Online ID: 000650
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(07-22-2018, 08:00 PM)Lord Windos Wrote: Probably only 2 for Caesar, and 1 for Heart. It was a real easy fight, so I don't you'll be getting much more than that.

If anything.  Aspis only got a tiny amount of exp from Charmeleon because she took a small amount of Lethal damage, after all.
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(07-22-2018, 08:00 PM)Lord Windos Wrote: Probably only 2 for Caesar, and 1 for Heart. It was a real easy fight, so I don't you'll be getting much more than that.

Still a good XP. I was thinking in Fight Skill but I decided to not do that. The last battle using Gargryph show me a char with much Vitality can sustain and survive the battle. My opponent almost couldnt lend a single hit in the substitute of Gargryph! And Gargryph survive the whole battle. I think I will save the XP until I get enough XP to increase Heart vitality from 4 to 5. That way he will become a even more tough character and his strongerst pokemon will able to survive some powerfull hits even if they are super effective (Gargryph and Lairon) and have enough Health to make more dangerous moves (Infernape Flare Blitz).

Yep. Thats gonna take a while.
Kogeki currently ability to active in battles: Anticipation.
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(07-22-2018, 08:08 PM)Spiritmon Wrote: Still a good XP. I was thinking in Fight Skill but I decided to not do that. The last battle using Gargryph show me a char with much Vitality can sustain and survive the battle. My opponent almost couldnt lend a single hit in the substitute of Gargryph! And Gargryph survive the whole battle. I think I will save the XP until I get enough XP to increase Heart vitality from 4 to 5. That way he will become a even more tough character and his strongerst pokemon will able to survive some powerfull hits even if they are super effective (Gargryph and Lairon) and have enough Health to make more dangerous moves (Infernape Flare Blitz).

Yep. Thats gonna take a while.

Well, I certainly feel like the only person who's okay with having only slightly above average bulk now...

I did have a lot of fun diverging from that with Rhea and Forthright, though.  Maybe that's because I don't tank hits all the time, though.
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Hey, High Vitality rules, so I'm more than okay to see another join the Bulky Bruiser circle! Of course, I'm worried if everyone goes down that route, Iron will just come up with NPCS/Pokémon that will undermine High Vit, one way or another.....
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!

Heart Phantom is my OTP~ Heart

Online ID: 000650
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High Vit is awesome, yes...but maybe a little too awesome since it affects both HP and Defense simultaneously.  High Vit characters are really hard to break through if you don't have the Strength to match, and the extra HP also contributes significantly to that.  I've been considering trying to split HP from Vit as a stat for my campaign, or giving low Vit characters ways to increase their HP (as Defense boosts can be acquired with moves and items, ulike HP), but it's a tricky thing to balance because of how the pokerole system is built...

Another thing I was considering was maybe splitting Sp. Def from Vit too.  Tieing it to Insight seems like the reasonable thing to do since that is what the stat is partially based on according to the writers.
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@Iron: Big, big change that needs to be made to that last round of Terra v Shiva, btw: Shield Dust completely nullifies Dragon Breath's Paralysis chance, so Yena might be able to get off one last Crunch to take out Genie. And it's used before Toxic goes off, too, so he might not end up poisoned after all.

Though on the topic of Toxic...why does it have more accuracy dice than Dragon Breath does? Is that correct, @Lord Windos?
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(07-22-2018, 09:45 PM)Dragonstrike Wrote: @Iron: Big, big change that needs to be made to that last round of Terra v Shiva, btw: Shield Dust completely nullifies Dragon Breath's Paralysis chance, so Yena might be able to get off one last Crunch to take out Genie.  And it's used before Toxic goes off, too, so he might not end up poisoned after all.

Though on the topic of Toxic...why does it have more accuracy dice than Dragon Breath does?  Is that correct, @Lord Windos?

Huh...so they could. Oh well! If Crunch lands and deals enough damage, I don't have to burn an Antidote on the status, so I'm fine with either outcome!  

As for the Accuracy discrepancy...

DB Accuracy: DEX (3) + Fight (5) + Channel (2) - 4 Actions = 6D6 Base Dice
T Accuracy: DEX + Fight + Channel - 5 Actions - 1 Accuracy = 4D6 Base Dice

...well, that's certainly odd. Don't know how THAT happened, but it isn't correct for T to have more Accuracy than DB by my count!
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!

Heart Phantom is my OTP~ Heart

Online ID: 000650
Reply
(07-22-2018, 09:42 PM)Dragonstrike Wrote: High Vit is awesome, yes...but maybe a little too awesome since it affects both HP and Defense simultaneously.  High Vit characters are really hard to break through if you don't have the Strength to match, and the extra HP also contributes significantly to that.  I've been considering trying to split HP from Vit as a stat for my campaign, or giving low Vit characters ways to increase their HP (as Defense boosts can be acquired with moves and items, ulike HP), but it's a tricky thing to balance because of how the pokerole system is built...

Another thing I was considering was maybe splitting Sp. Def from Vit too.  Tieing it to Insight seems like the reasonable thing to do since that is what the stat is partially based on according to the writers.

I personally don't think their is much of a problem with HP and Defense being tied together so long both players and DM can handle that issue, but at the same time I wouldn't mind seeing a system where High Vit. character could exist without becoming immediate stone walls to those with puny STR or not a lot of ways to chip away at it. Hopefully whatever you cook up works out well, and I'd be happy to be the ginny pig and test it out once you get everything drawn up and finalized!

Tieing S.Def to Insight would be a nice idea in your campaign, as it would give INS an actual mechanic use in Combat besides the odd Move Roll, rather than being relegated to Alert Rolls, RPing , Out of Battle Tasks, or Befriending Pokémon. I wouldn't want it in this campaign, however, as that would more or less give my character a MASSIVE achilles heel that I would have no way of preparing for. He's already weak to Sleep , Confusion, Ambushes, and can't hope to do anything with Wild Pokémon but Fight them unless they want to follow along with needing to be convinced, so I don't want to add 'Special Attacks' to that list.
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!

Heart Phantom is my OTP~ Heart

Online ID: 000650
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