12-05-2018, 05:13 PM
(This post was last modified: 12-05-2018, 05:22 PM by Dragonstrike.)
(12-05-2018, 05:01 PM)Iron Wrote: What do you think, everyone who might use Pledge moves? Should we use 4 turns, no removal? That would match Water Pledge.
I'm honestly fine with either interpretation for Fire Pledge.
If it never ends, it really shows how powerful a raging inferno can be if not properly accounted for.
However, if it only lasts 4 Rounds, it instead showcases that the fires are dangerous, but not strong enough to cause any lasting damage unless they're purposely kept alight.
And honestly, it might be fair to even use both interpretations, depending on how much flammable material is around. Setting fire to everything around you is likely much, much more dangerous in a field than it is on a standardized League battlefield.
Some moves might also be able to extinguish the flames immediately if we do a more literal interpretation of how the move works, depending on the strength of the flames. Surf (even a non-legendary one) and Water Pledge immediately come to mind, as do Rock Slide, various AOE Ground moves...you'd probably have to hit a wide area of the battlefield to extinguish the flames and end the effect, I'm thinking.
Some moves might extend the duration or strength of the flames, though. Again, depending on how much flammable material is around. Say for instance you use a windy attack to blow the flames around and spread them more quickly, or add more fuel to the fire with a Grass or Fire move...it'd all be up to GM interpretation and player ideas though, of course.
(And yes, I've been thinking about this for awhile now, lol)
An interesting question I have concerning the Pledge moves is: can the they be evaded? From what I understand of the graphics, they're typical AOE attacks, and only their effects are Battlefield ranged. It's slightly confusing still, though, since they're the only attacks in the book that list multiple styles of attack.
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