02-26-2020, 09:31 AM
(02-26-2020, 09:08 AM)Spiritmon Wrote: Thats why I asking the help of Phantom and Windos. They know how better fix issues than me and more important you.
So the issue is about how to handle Final Gambit, right? Well, I'd just leave the move as it is and use the mechanics it has as stated in the corebook, which is...
![[Image: 9fb9ff5ebc99189e265df9a44e4e35c26b61c68c.png]](https://66.media.tumblr.com/1658d0325445a45c53c1d86416b8defc/dff22e2a70957f28-87/s500x750/9fb9ff5ebc99189e265df9a44e4e35c26b61c68c.png)
...the foe's remaining HP + 4. I don't see much reason to change it, and if we start changing how moves work and are handled, we will likely end up with more houserules and changes than necessary, so I'd rather stay simple and not edit things. That, and changing kinda feels like it kills that 'all-or-nothing'-aspect Final Gambit has.
The way I see it Final Gambit also does not guarantee that you KO the foe, if that's what's troublesome: The Damage dealt to the foe's (those remaining HP +4) is still ROLLED and no auto-damage, so it might leave the foe with some HP still.
The only thing I'd add is what bulbapedia says about Final Gambit missing and Items/moves/Abilities that prevent fainting:
Quote:If Final Gambit doesn't hit the opponent due to missing, type immunity, or protection move, then Final Gambit will fail and the user will not faint.
The move's side effect is not considered as inflicting damage to the user, and so if the user is holding a Focus Band, Focus Sash, or has Sturdy, it will not activate and the user will still faint. However, the move inflicts damage to the target, and so the target's Focus Band, Focus Sash, Sturdy, and/or Endure can still trigger if applicable, so that the target will be left with 1 HP.
(Source)
"Anything can be art. Anything can be self-expression. Now take your weapon and run with it" [Gerard Way]
--Windos is my OTP ❤---
`❤★`°・:*:・。
。・:*:・゚’★❤`
--Windos is my OTP ❤---
`❤★`°・:*:・。
。・:*:・゚’★❤`


