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[Meta thread] Iron's PokeRole Adventure: The Skull Ruins
(01-18-2019, 04:22 PM)PhantomUnderYourDesk Wrote:
(01-18-2019, 03:07 PM)Iron Wrote: @Phantom does this match your understanding of things like Ally Switch? I've talked to you about it more than anyone.


Huh? Eh, well, we two've been talking about that sort of thing a while ago, I remember, it's been more on a practical than theoretical/mechanical base because I felt Ally Switch of Helios could be useful for my Double Battles.

From what I noted, that move allows me to switch out anytime during an ongoing Round to replace it with a new Pokemon of mine, but neither can that Pokemon take an Action that Round nor does that end the ongoing Round - scenically that means the new Pokemon is 'at the mercy'  of the current foe, but if done right it's possible to outplay an advantage  - for example by sending out my bulky Luxi against a foe relying on massive damage-doing - or defuse a disadvantage - for example by switching in Yena or Purrloin into an offensive Psychic Type.

Which for the record, also seems to be how the book interprets how Switcher moves work, as the pokemon that just switched in will be 'ready to fight in the next Round' according to U-turn's text (due to the penalty for switching into a chaotic battle mid-round that the book mentions on an earlier page).

Any restrictions on if the opponent can keep attacking after you used U-turn or whether a Whirlwind/Circle Throw user can continue attacking after phasing the opponent would be either alterations to the original rules or IC rules set by the League for official trainer battles to keep things fair.  (though a wild/disobedient pokemon might not care about those, as has been stated already)
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(01-18-2019, 04:28 PM)Dragonstrike Wrote:

I'm all in favor of Switcher/Switching Moves causing a Round to automatically end by League Policy, at least in the case of Whirlwind/Roar/Circe Throw/Dragon Tail. If someone has Hazards set up and they send out Switcher, then its very much possible they could just keep spamming it in order to rake all a given trainer's through the pain. For example, Basteele sets up Toxic Spikes/Spikes, and then she Explodes to give a free switch in to Lapis Lazuli with Dragon Tail (Doesn't have it, btw). He then procceed to spam the move as many times per Round as he can get away with it, dealing a minimum of 1 Damage and Poisoning anything that isn't Flying, floating, made of metal, or already filled with toxins, assuming all switch ins are unique. If not.....well, that's one way of wearing down teams, I tell ya what.

Normally, I'd be rather miffed at the ideal of a Move getting nerfed via erratas or alt. interps, but the shenanigans that Switching Moves cause is too much even for me. Grudge and OHKO might be a bit much to handle for some's liking, but at least they have tangible drawbacks/costs and give a chance to Evade/Miss/React, but unchecked Force Switching Moves can essentially lock out and down both Pokemon and Trainer from doing anything but Evading the first Switching Move.
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It's just really hard to reconcile those moves either way.

For now I'll just have them end the Round instantly by League rules. That's their one use: ending a round on your terms. Also useful for proccing Poison and such.

I'm a little worried this could create infinite loops though. But the move does have to hit, so Evading could break the loop in most cases.
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Posting obedience ratios like Dragonstrike did is super helpful to me.
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(01-18-2019, 06:49 PM)Iron Wrote: I'm a little worried this could create infinite loops though. But the move does have to hit, so Evading could break the loop in most cases.

Except in the case of Ally Switch, which targets the user instead of an opponent due to not doing any damage.  Can't Evade it if it's not attacking you, obviously.  Ally Switch can be stopped with Taunt, though. Taunt, Torment, and Disable also happen to stop Whirlwind and Roar, and Torment and Disable can also put a stop to Circle Throw and Dragon Tail. Imprison can also stop all of the Switcher moves if the user also knows them. (Pokemon that learn Imprison aren't usually able to learn many Switcher moves, though)

Teleport also counts as a pokemon being recalled in official battles according to the book's description of the move.  (Though Teleport is also a negative Priority Switcher move in Let's Go Pikachu/Eevee, notably)
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Hmm what to do what to do? If I use Rampage that could be a powerful Dragon with lots of damage: Power (5) + STR (4) = 9D6. Or maybe Comet Punch? Power (1) + STR (4) + STAB (1) + Silk Scarf (1) = 7D6. With is also a Succession action... decisions, decisions...
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(01-18-2019, 10:08 PM)Spiritmon Wrote: Hmm what to do what to do? If I use Rampage that could be a powerful Dragon with lots of damage: Power (5) + STR (4) = 9D6. Or maybe Comet Punch? Power (1) + STR (4) + STAB (1) + Silk Scarf (1) = 7D6. With is also a Succession action... decisions, decisions...

Keep in mind the other moves that Kangaskhan knows, and that she might not obey as well since she only has 1 Loyalty versus 2 Disobedience.

And if she does disobey, you better hope that she doesn't land a Lethal Crunch.

If your orders correspond with what she wanted to do anyways, though, you might not have to make a Disobedience check, either. So long as she doesn't disobey just to rub it in your face, that is.



Both Kangaskhan, Yanma, Scyther, Trapinch, Sandslash...they're all very strong in various ways for the most part, but the Lethal moves they carry are a big, big risk since they could get you disqualified instantly.
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Fun Fact: if you have an initiative bonus that's 5 higher than your opponent's, it's impossible for anyone to outspeed you through the initiative roll alone.  If it's 4 higher, they have to roll a (6) and you have to roll a (1) for them to outspeed you normally (meaning it's a 1/36 chance).
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(01-18-2019, 06:49 PM)Iron Wrote: It's just really hard to reconcile those moves either way.

For now I'll just have them end the Round instantly by League rules. That's their one use: ending a round on your terms. Also useful for proccing Poison and such.

I'm a little worried this could create infinite loops though. But the move does have to hit, so Evading could break the loop in most cases.


Ahhh... This ruling does mess up the plans of combos involving Ally Switch I wanted to try out in future Double Battles with Helios, but I guess I'll be able to work around it and find new ones. On the other hand, if the Round ends the moment a switch takes place, the newly switched in Pokemon won't receive any damage which means a better starting position for it: It feels like this gives lots of room for experimenting in-battle. :>
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...you sure you want to promise that to mama Kangaskhan, @Spiritmon?  You'd be forfeiting any chance of profiting from that capture if you follow through on that promise.

Plus, even if you do release them, if they're in the Safari Zone, they might just get caught again because that's what the Safari Zone is all about.


Edit: Never mind. It's already been rolled. Seems to be working, though. Just remember that Mama Kanga is gonna hold you to your word!


Good news about Outrage, though: it is not naturally Lethal. Even though it's one of the most powerful Dragon moves. The only Dragon move in the book that is Lethal naturally is Draco Meteor.
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