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[Meta thread] Iron's PokeRole Adventure: The Skull Ruins
(05-04-2017, 04:39 PM)Iron Wrote: It'll get faster as foes get tougher and trainers get stronger.

Eventually, a Pokemon might get 8 xp per wild battle instead of 2.

Also, training rolls get really good later - imagine you are training your Pokemon in Fighting and you have Fight 3, Str 3 - you get to roll 6 dice for how many XP your Pokemon gains, every 2 or 3 trainings.

@Dies Irae , the Pokerole admins say they'd have had Machop fully able to use Karate Chop, with just a -1 penalty to accuracy.

As I was discussing with Dragonstrike earlier via PM, there is  unfortunately a huge problem with Pokerole as an early game system from the way I see it.

Pain Penalties are my biggest beef with the system. There's a massive rocket-tag problem in the early stages since you basically have jack for move-pools and the slightest graze drops you to 50/50s or a chance die for move success.  Whoever takes a damage lead shrinks the opponent's option pool further, even as a character basically built around multi-action damage avoidance, taking 2-3 points of damage causes multi-actions to become utterly unreliable or even non-feasible. (And if you're not specialized for combat, even single actions.) 


Taking my own fight history into consideration: Both the Meowth and Mankey fights were basically one-sided shut-outs because I was focusing on locking down the numbers in my favor. The moment damage pushes through ala. Winston vs Paras or Sieg vs Machop, the whole fight falls apart entirely.

If you have an opponent with a large damaging move, whether via high strength, STAB, or just big hits and the move connects, unless you're rolling straight sixes (which has admittedly happened: See Ventus vs Poliwag and Larry vs... Well... Anything really), you're heading for the shower.

Compounding the problem is that at it's core, it's a damage race system with no chance of recovery short of throwing money at problems (IE. Recovery Items) once you start taking damage, since unlike the WoD system it was based on, it's a ritualized dueling system, so there's no option to bring a gun to a knife fight or stage an ambush or even get all that creative with terrain since most duels take place in a small confined area.

Since the game economy is literally built around competitive dueling, there's a huge death spiral if you lose a fight in the early game, since cash is hard to come by and using healing items in a fight designed to earn you character resources is actually self-defeating given the all-or-nothing nature of curatives currently.

I considered using a Potion in said Pidgey fight, but then I realized 'what's the point', if I was trying to build a resource pool. Burning a $200 curative for a chance at winning a $200 prize pool is self-defeating.

You can't fight, so your move pool is terrible, so you can't fight.

Trainers getting harder won't solve the problem IMO, because... it doesn't matter if the rewards behind the wall are getting bigger, if the wall you already are struggling to get over gets higher.
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RE: [Meta thread] Iron's PokeRole Adventure: The Skull Ruins - by Dies Irae - 05-04-2017, 06:11 PM

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