01-17-2019, 05:33 PM
(This post was last modified: 01-17-2019, 05:35 PM by Dragonstrike.)
(01-17-2019, 05:07 PM)Iron Wrote: I don't understand the problem with Rampage. You get to determine how many rounds it lasts. Sometimes I roll to see which opponent it targets.
We've talked about U-Turn and switcher moves before, like Ally Switch. They're just kinda bad in my campaign because they end the round immediately - other than that, not many consequences.
If you wanted to use Gallade, you could just hand his Pokeball to Shiva if she agrees. Otherwise he is allowed to watch the tournament, but he'll take up a party slot. That's not really a big problem because you're still getting 5 legit Pokemon for filling 2 slots. Nbd since it's singles.
Oh, I could also have Tramp and Belle come watch - they have 9 free slots between them.
The League requires that someone be in control of a Pokemon's Pokeball at all times.
Mostly that the mechanics haven't really been specified since none of us have actually seriously attempted to use a Rampage move so far. The book operates off of the assumption that the player is determining if they're going to use it 2 or 3 times in the same Round, so there's no inherent problem with, say, using a Thrash after using two Tackles. Or using a Tackle, Thrash, and then Tackle again. By randomly determining how many times a Rampage move hits instead, you'd have to determine how many times Thrash will hit at the start of the Round so you could adjust the accuracy for all the prior moves accordingly from what I can tell. And unless declaring 4 actions automatically makes the Rampage move hit twice, you can only declare a maximum of 3 actions in the event that the Rampage move hits 3 times. Unless any unused uses of the Rampage move carry over to the next Round like Flinching does, declaring 4 or 5 Actions with one of them being a Rampage might overflow the number of allowed Actions per Round.
Basically, I'm just asking for clarification on the mechanics of the homebrewed rules. If we're going to add a degree of randomness to it, I'd like to know how we're going to account for the things that are out of our control. Excess actions, accounting for multi-action accuracy penalties properly, stuff like that.
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In the case of Roar, Whirlwind, Circle Throw, and Dragon Tail, would they still end the Round immediately, or could the pokemon continue to attack whatever they forced to come out after using them? Or could they declare more actions in the event the move fails and they need to continue battling? (In other words, do Switcher Moves always have to be the last move the pokemon uses in the Round? I don't remember if we clarified that or not. I remember that we clarified that the opponent doesn't have to stop attacking after U-turn and such are used, and that could be used to trigger Flash Fire and similar)
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Tramp and Belle would be a perfect solution in this case.
Good to know the Creshire League has that policy. *takes notes*
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Pokerole Game 1: Skull Ruins
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