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[Meta thread] Iron's PokeRole Adventure: The Skull Ruins
Hmmm...alright, so I did some info digging while I was bored. Damaged pokemon in the group right now are:
Gustav: 4/8
Koa: 5/7
Furret: 6/11
Tropius: 2/10
Lilith: 8/9
Theo: 3/6
Dizzy: 4/7(???) (took 3 damage, those Spinda had 2 Strength, hit him with STAB Tackles that had 2 D6 each in the final damage pool...Dizzy has 3 Vitality, but I don't know if he has any HP boosting surprises)

Not too bad overall. Aside from Tropius, they should all heal fully overnight (this isn't including the 1-2 HP of natural recovery from the 8 hour periods). We have 1-2 Heal pulses from Ralts left, and 4-6 Mega Launcher Heal Pulses from Gustav and Ditto.

So, the main question is who gets some Heal Pulses at the end of the day, just in case? Koa, Dizzy, Theo, and Lilith won't have any pain by the end of the day due to natural recovery, so we can probably hold off on healing them. Tropius definitely should get a Heal Pulse from Gustav/Ditto. I think Ralts can use his last 1-2 Heal Pulses on Gustav and Furret to try and top them off, or at least get them close to topped off.

Does that sound reasonable to you guys?

EDIT: Whoops, forgot that some of that damage was only just dealt in encounter 3. That puts Theo, Furret, and Dizzy slightly higher on the 'needs healing' priority list than I first thought. Ralts could use a Heal Pulse on Theo and/or Dizzy, and Gustav/Ditto could use theirs on Furret and Tropius.
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RE: [Meta thread] Iron's PokeRole Adventure: The Skull Ruins - by Dragonstrike - 04-17-2018, 10:25 AM

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