06-05-2018, 04:15 PM
(This post was last modified: 06-05-2018, 04:16 PM by Dragonstrike.)
Nathan's Attributes are more or less 'done' as well (unless I decide to up Strength or Vitality again later on for some reason). Specialties and Skills still need a little more work, and there's still Gym Badges to collect, but he's definitely getting to achieve what I aimed for him to do: a high aptitude for and flexibility in a large variety of situations. Battling being a primary one, but it's hardly the only focus he has (Lore and History being his other major strong point, which will only continue to get better later). Leveling Dexterity was the easiest way I was going to achieve that flexibility in most situations, so that's what I did.
There's many ways to compensate for weak points. Raw Attributes are the easiest general solution, Skills still cover a few categories without as much generalization, and Specialties are...well, specific to certain situations.
- Compensating for not raising Strength/Defense means using Stat manipulating/power boosting moves/items most of the time (however, not raising Vitality means that without surprises you'll always be at an HP disadvantage as well as a Defense one when unboosted, which is a double whammy). These are probably the hardest stats to compensate for because damage pools are harder to manipulate than accuracy pools.
- Low Dex can be made up for with high Fight/Brawl/Canalize.
- If you don't want high Dex, a high Survival will still help you not come dead last in the initiative order.
- No real way to make up for low Insight for the rolls that use just that stat, unfortunately, but high Knowledge/Lore/Medicine/etc. can help with those rolls easily.
- Most of the specialties are for out of battle scenarios when they're not applied to a move's accuracy. Increasing them definitely helps a lot with lower Attributes in general if you want to specialize in a certain field without getting too general.
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Larger dice pools in general, no matter the means used to achieve it, means you can form more complex strategies in a single Round. IMHO, being a 'natural' doesn't have anything to do with how you achieved those dice pools. The only thing that matters at the end is that you have that skill, 'natural' or no.
At this point, none of our characters are just another 'average' trainer. They're all stronger than your average Joe in some regard, imho. One does not go on a journey like this and come out exactly the same as they were before. Some grow as a person. Some grow in their profession. Some grow in their overall skill.
Point is, they're all growing. They're all still earning exp after all, right?
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As far as 'dedicated roles' go, I'm not quite sure Pokerole is a system that accommodates for that super well. Everyone can potentially use the same pokemon to fill the same roles. There's many ways to get sufficient accuracy pools to accomplish what needs to be done with any character. Sure that's what dedicated specialties reflect, but since everyone has access to the same specialties at all times and there's no 'classes', there's very little distinction. It doesn't help that Attributes have such a large impact on battles as well as other things that characters that don't invest in one will feel inferior to one that has when that Attribute comes into play. Which is often. It ends up being very tempting to just level an attribute and do better in a ton of things instead of leveling a specialty to do better at one or two things.
In short, Pokerole isn't a traditional RPG by a long shot.
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@Nylon @Spiritmon
Unrelated topic: Just waiting on orders from you two for the Reuni battle!
There's many ways to compensate for weak points. Raw Attributes are the easiest general solution, Skills still cover a few categories without as much generalization, and Specialties are...well, specific to certain situations.
- Compensating for not raising Strength/Defense means using Stat manipulating/power boosting moves/items most of the time (however, not raising Vitality means that without surprises you'll always be at an HP disadvantage as well as a Defense one when unboosted, which is a double whammy). These are probably the hardest stats to compensate for because damage pools are harder to manipulate than accuracy pools.
- Low Dex can be made up for with high Fight/Brawl/Canalize.
- If you don't want high Dex, a high Survival will still help you not come dead last in the initiative order.
- No real way to make up for low Insight for the rolls that use just that stat, unfortunately, but high Knowledge/Lore/Medicine/etc. can help with those rolls easily.
- Most of the specialties are for out of battle scenarios when they're not applied to a move's accuracy. Increasing them definitely helps a lot with lower Attributes in general if you want to specialize in a certain field without getting too general.
------------------------------------------------------------------------------
Larger dice pools in general, no matter the means used to achieve it, means you can form more complex strategies in a single Round. IMHO, being a 'natural' doesn't have anything to do with how you achieved those dice pools. The only thing that matters at the end is that you have that skill, 'natural' or no.
At this point, none of our characters are just another 'average' trainer. They're all stronger than your average Joe in some regard, imho. One does not go on a journey like this and come out exactly the same as they were before. Some grow as a person. Some grow in their profession. Some grow in their overall skill.
Point is, they're all growing. They're all still earning exp after all, right?
------------------------------------------------------------------------------
As far as 'dedicated roles' go, I'm not quite sure Pokerole is a system that accommodates for that super well. Everyone can potentially use the same pokemon to fill the same roles. There's many ways to get sufficient accuracy pools to accomplish what needs to be done with any character. Sure that's what dedicated specialties reflect, but since everyone has access to the same specialties at all times and there's no 'classes', there's very little distinction. It doesn't help that Attributes have such a large impact on battles as well as other things that characters that don't invest in one will feel inferior to one that has when that Attribute comes into play. Which is often. It ends up being very tempting to just level an attribute and do better in a ton of things instead of leveling a specialty to do better at one or two things.
In short, Pokerole isn't a traditional RPG by a long shot.
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@Nylon @Spiritmon
Unrelated topic: Just waiting on orders from you two for the Reuni battle!
Proud member of the Roleplay section!
Pokerole Game 1: Skull Ruins
Pokerole Game 2: Celadon City Vandals
Pokerole Game 3: PMD: Primal Shadows
Pokerole Game 1: Skull Ruins
Pokerole Game 2: Celadon City Vandals
Pokerole Game 3: PMD: Primal Shadows


