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[Meta thread] Iron's PokeRole Adventure: The Skull Ruins
(01-03-2019, 05:49 PM)Lord Windos Wrote: (...) Terra will be making a jaunt into Area 6 once he gets Duskull back with him, though, so we have to find a time for that Tutor/Training/Meet n Greet (Assuming you want that in exchange for the Tutoring) before then. Hmm....

That in exchange for a Tutoring Session sounds great, I'd be up for that! ^o^ When will Mawile and Duskull be through with Disobediant Camp again...? Just would like to know so I have a rough guess when to expect that/plan Encounters a bit!


(01-03-2019, 06:13 PM)Dragonstrike Wrote: Hmmmm...if a (1) on aggression is the worst an area has to offer, and all I ended up seeing was a Krabby...yeah, definitely moving deeper in after I catch that Phanpy...

Ah, me thinks that...that the Aggression Roll determines more the difficulties a Volunteer Ranger's having to face than a Pokemon attacking, as a huge and poisonous Scolipede attacked with a (3) while I explored Area 4 in-game-yesterday.
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(01-03-2019, 03:33 PM)Dragonstrike Wrote: ...so I guess we are houseruling that Super Fang outright does half HP damage guaranteed (like in the games) instead of rolling for it like the book says to do?

The book is unclear. "The damage roll is five" should mean the RESULT is five. Compare to other moves like Nightshade. Or under Super Effective damage - it deals +1 dmg even if the damage roll is 0.

"Roll" is different than "pool" or "dice," but sometimes the book seems to forget that.
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(01-03-2019, 06:13 PM)Dragonstrike Wrote: Hmmmm...if a (1) on aggression is the worst an area has to offer, and all I ended up seeing was a Krabby...yeah, definitely moving deeper in after I catch that Phanpy...

I may have applied it a little inconsistently lol.
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(01-03-2019, 07:15 PM)Iron Wrote:
(01-03-2019, 06:13 PM)Dragonstrike Wrote: Hmmmm...if a (1) on aggression is the worst an area has to offer, and all I ended up seeing was a Krabby...yeah, definitely moving deeper in after I catch that Phanpy...

I may have applied it a little inconsistently lol.

Hey, nothing wrong with throwing a few curveballs in the Encounters, mate! Maybe you should try to make cute/innocent looking Pokemon for us to face, then have them pull out nasty surprises! That would catch us off guard, at least once!

On a different note, Copycat is a weird Move. If I read it right, you're basically using an Opponent's Move against them in every aspect, except possibly there Pain being added to their Accuracy Roll, which can lead to some interesting match ups....
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

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(01-03-2019, 06:46 PM)PhantomUnderYourDesk Wrote:
(01-03-2019, 05:49 PM)Lord Windos Wrote: (...) Terra will be making a jaunt into Area 6 once he gets Duskull back with him, though, so we have to find a time for that Tutor/Training/Meet n Greet (Assuming you want that in exchange for the Tutoring) before then. Hmm....

That in exchange for a Tutoring Session sounds great, I'd be up for that! ^o^ When will Mawile and Duskull be through with Disobediant Camp again...? Just would like to know so I have a rough guess when to expect that/plan Encounters a bit!

Day after In game Today, or that's what Iron's told me.
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!

Heart Phantom is my OTP~ Heart

Online ID: 000650
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A few comments I thought of over the last few hours but didn't have a good opportunity to voice until now.

- Hmmm...well, I can't say I was expecting the Nature Preserve/Arrowroot Village's Gym Leader to show up in the Safari Zone...but then again, I guess that's not very surprising, either...

- Man, just looking at Phanpy's movepool reminds me of how bad it is again.  There are still some neat toys and combos in there, obviously, but Phanpy can't even get a decent STAB move without a TM, tutor, or evolving.  As a Phanpy, though, your best attacks available are Flail (which is risky), Last Resort (which is difficult to use because you need to use 3 different moves first from what I've gathered from the prior instances of the move being used in this campaign), and Take Down/Double Edge (which is also risky).  Pretty nice movepool after evolving, though.  Fire Fang, Thunder Fang, Magnitude, Earthquake, Knock Off, Assurance, Bulldoze...it takes a lot of patience to get there, though...there's a reason that Phanpy is widely regarded as one of the hardest to use starter/partner pokemon in Pokemon Mystery Dungeon: Explorers of Sky...

- Oh hey, a Yanma with an emphasis on its jaw.  Cool!  Wait a sec, that seems familiar...didn't Spira already face a Yanmega with the same gimmick while we were in Sarimanok's time?

- I can't blame Phanpy for being a little scared of Grid.  If I was an elephant and saw a spider that was almost twice my size, I'd probably be scared too...though I do find it amusing that Phanpy was more scared of the Electric type than the supposed Water type which looked waaaayyyy taller (as Juliet was still disguised as Solomon that entire battle).
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(01-03-2019, 07:13 PM)Iron Wrote:
(01-03-2019, 03:33 PM)Dragonstrike Wrote: ...so I guess we are houseruling that Super Fang outright does half HP damage guaranteed (like in the games) instead of rolling for it like the book says to do?

The book is unclear. "The damage roll is five" should mean the RESULT is five. Compare to other moves like Nightshade. Or under Super Effective damage - it deals +1 dmg even if the damage roll is 0.

"Roll" is different than "pool" or "dice," but sometimes the book seems to forget that.

Mmmmmm...not sure I agree on that, tbh.  If the book says a move does a fixed amount of damage/HP recovery, there's a dedicated graphic that says as much.

For comparison, Aftermath, Dragon Rage, and Sonic Boom, which outright say '1 or 2 automatic damage', and don't mention rolling or dice or similar at all when talking about the move's damage. And they have a graphic that says they deal exactly that much damage, too.

To me, when the book says 'roll', I kinda expect something to actually be rolled, tbh.  The move's text saying there's a cap of 10 sounds to me like Super Fang also can't have more than 10 dice in that damage pool/roll, as well.




I'm still cool with Super Fang acting more like its game counterpart regardless and just outright doing half of the target's remaining HP, tbh, as it is the only move (minus Nature's Madness and Half Life, neither of which we're likely to see very often in Skull Ruins as far as I know, if at all) that has that particular effect.  

But given that almost all fixed damage moves (Seismic Toss, Night Shade, Psywave [which could be viewed as either a buff or a nerf, tbh, as its damage range was condensed to make it more like Seismic Toss and Night Shade], Flame Burst's splash damage, Fire Pledge's effect, etc.) were converted into having variable damage you need to roll for with the sole exceptions of Dragon Rage and Sonic Boom, I was kinda thinking Super Fang was given a similar treatment.



I think the part where the book's unclear is they don't really clearly define what 'damage pool', 'damage roll', etc. all mean. Or if they do, it's in a kinda obscure location that's lost among all the other important information in the book.

EDIT: And looking at it again, some other moves use 'damage roll' in their terminology, too, which seems to imply to me that it was intended as an addition to/reduction from the damage pool, not the final damage. Acrobatics, Grassy Terrain (which specifically mentions adding 1 extra die to Grass moves' damage rolls), Ice Ball, Facade, Flail, Frustration, Helping Hand, Retaliate, Return, Round, Smelling Salts, Weather Ball (a move which I use, obviously. Do I get two extra dice when there's Weather, or do I just do 2 extra damage automatically? We've been using the first interpretation so far), Trump Card, Wring Out, Rollout...generally, if a move has variable power or can alter a move's power in some way, then they use the term...as long as they don't use Damage Pool instead. It'd probably make a little more sense if the terms were a bit better defined, tbh...
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(01-04-2019, 12:13 AM)Dragonstrike Wrote: Mmmmmm...not sure I agree on that, tbh.  If the book says a move does a fixed amount of damage/HP recovery, there's a dedicated graphic that says as much.

For comparison, Aftermath, Dragon Rage, and Sonic Boom, which outright say '1 or 2 automatic damage', and don't mention rolling or dice or similar at all when talking about the move's damage.  And they have a graphic that says they deal exactly that much damage, too.

To me, when the book says 'roll', I kinda expect something to actually be rolled, tbh.  The move's text saying there's a cap of 10 sounds to me like Super Fang also can't have more than 10 dice in that damage pool/roll, as well.




I'm still cool with Super Fang acting more like its game counterpart regardless and just outright doing half of the target's remaining HP, tbh, as it is the only move (minus Nature's Madness and Half Life, neither of which we're likely to see very often in Skull Ruins as far as I know, if at all) that has that particular effect.  

But given that almost all fixed damage moves (Seismic Toss, Night Shade, Psywave [which could be viewed as either a buff or a nerf, tbh, as its damage range was condensed to make it more like Seismic Toss and Night Shade], Flame Burst's splash damage, Fire Pledge's effect, etc.) were converted into having variable damage you need to roll for with the sole exceptions of Dragon Rage and Sonic Boom, I was kinda thinking Super Fang was given a similar treatment.

....Mate, I am not usually one to get up at arms about your rules interpts, but in this case since Super Fang is now available for Spira, Heart, and Terra, and changing the way the Move works would nerf it hard sorta like what Iron did with Weather and definitely with Negative Will Mechanics, I have reason to protest it. In fact, I would like more moves like the current Interp of Super Fang, as having options to just straight up overcome monumental Defenses/Bulk is just great, as the only options right now are Sonicboom/Dragon Rage, SE Damage, most HMs, and unreliable OHKOs (Destiny Bond included)/suiciding with Final Gambit. Not likely to happen, but hey, hope springs eternal!

So, me vote (If there is one) is to keep with Super Fang doing 1/2 Current HP without Rolling. Its more useful and fun that way, and the less things that are left to dice luck to potentially hamper, the better.
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

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Heart Phantom is my OTP~ Heart

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People I have a Poke Question who is bothering me for a long time...what the hell is mythic Pokemon? I mean, the Legendary Pokemon is powerful and rare Pokemon who normally do not evolve, not counting alternative forms, is extremely rare to the point of exist only one in certain situations, and combined numbers of his IVS be 600 like Ho-Oh, Lugia, Moltres etc. And there is the pseudo-legendary who is still rare Pokemon but not rare as Legendary, have a quick leveling evolution, have three forms, and the total IVs is also 600.

But what define a Mythic? Like Darkrai, Celebi or Arceus itself? What makes them Mythics and not Legendary? 

Per example Zearora. Yeah it's kinda fits in the term legendary Pokemon but... I don't know. The only thing it's say it's his ability to absorb electricity. And that's it. Not to mention he do not even have a signature ability or something to define him as a Legendary. It's just Volt Absorb. And that's it. Not even a Alternative upgraded form of Volt Absorb. This doesn't make me consider him a Legendary Pokemon.

And there is the case of Solgaleo/Lunala. Are they truly Legendary Pokemon? Because as far I can remember, Legendary Pokemon do not evolve. And they evolve 2 times.

And there is Silvally case. He evolve 1 time and the combine numbers of IVs is 570. And Gamefreak consider him Legendary Pokemon. Who don't make to much sense to me. I mean, yeah I know he have a ability who make him able to change types like Arceus, but...along with the numbers, he doesn't have a... dramatic or intimidated appearance like other Legendary or Mythics. The far I could consider him would be a strong artificial Pokemon design to kill Ultra Beasts. But Legendary? No chance.

So yeah, I would like to know if someone could explain me about the difference of Mythic and Legendary.
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I'm not a foremost expert on this, but the difference between Legendary and Mythical Pokemon is mainly due to whether or not said uber Pokemon is avaliable in the base game as is, or if they're given out as gifts or you new downloadable Items/Things to access them. If the former, its a Legend, and if its the later, its a Mythic. Simple as that.

As for the matter of Silvally and the Solgaleo/Lunala line......well, I believe that Gamefreak is just expanding the definition of what constitutes a Legend. Plus, if we count Uranium (And we should, considering where we are posting....), Seikamater is another example of an Evolving Legend, and their's no debate surrounding her status, so I don't think its too farfetched to have Legends/Mythics with Evos (Even/Especially if they are not good ones).
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!

Heart Phantom is my OTP~ Heart

Online ID: 000650
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