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[Meta thread] Iron's PokeRole Adventure: The Skull Ruins
(04-26-2018, 03:15 PM)PhantomUnderYourDesk Wrote: I'd still be all for using this move as soon as our foes show any method of healing themselves, as we can easily switch in a different Pokemon if it has accumulated too much damage and heal it off later, while the Scimitars likely cannot. It's not written in stone yet, depends on the situation and I'd stae when the next order is a Heal Block to us a chance to heal our side beforehand. Does that sound like an agreeable compromise?

That does, yes.  Personally, I'd probably only consider it if their healing is rather effective and/or consistent, but that's just me.  In any case, warning would be appreciated.

On the note of Magic Room, I think it'd nullify Toxic/Flame Orb as well.  While their effects are automatic, so are things like Leftovers and other 'end of turn' effects in the games.  The book specifies automated technology specifically, and I don't think the usual held items for pokemon fall under that category since how exactly they work is...weird and difficult to explain.  (Mega Stones and Z-crystals aren't nullified by Magic Room either despite being completely manual in nature when a Trainer uses a Key Stone.  It also doesn't negate items with effects relating to experience, EVs, prize money, and Friendship)  Notably, Magic Room also negates the use of Fling and Natural Gift since their usage is entirely dependent on the held item.

...but considering Poison Heal only heals the poison after 3 rounds have passed, it might not be a huge concern for the most part.  But that would leave Michael with 1-2 rounds of not being poisoned.
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RE: [Meta thread] Iron's PokeRole Adventure: The Skull Ruins - by Dragonstrike - 04-26-2018, 03:28 PM

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