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[Meta thread] Iron's PokeRole Adventure: The Skull Ruins
(04-26-2018, 03:28 PM)Dragonstrike Wrote:
(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.

@PhantomUnderYourDesk

I prefer not using Heal Block unless we can inflict severe damage on them without taking so much ourselves in the process, as once the move is up things are going to turn into a desperate, ugly brawl for them/us depending how hard of a pounding they/we are receiving. However, if you are willing to warn us all before Lilith's about to raise it, preferably in code so they don't know and start healing themselves too, then I'm fine with Heal Block being used at a crucial point in time or if it turns out the Scims have remarkably good health care.

Yeah, I really don't want Magic Room to be used in the fight, as many of Ven's Pokémon, while not depending on their Items per say, would fair less well without them in play. Even if Ven let's Breloom Poison themselves before the battle, 3 Rounds might not be enough to take out ALL the Scimitars, in which cause he'd either have to get Paralyzed to fully power up Façade or wait out MR until his orb can kick back in. Rather ere on the side of caution for our group here and not use MR because of this. Sorry honey....
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RE: [Meta thread] Iron's PokeRole Adventure: The Skull Ruins - by Lord Windos - 04-26-2018, 03:55 PM

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