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Posted: Tue Jan 04, 2011 10:30 am
This thread will describe the game's battling system. It is important to understand what you are allowed to do on your turn and which order to do things in. For an example of a battle for you to refer to in order for you to better understand how to take part in one, visit the Example Battle thread located in the game system sub-forum
Each in game round is approximately 10 seconds roleplay time, and during this time, your Trainer may perform various actions, while issuing a command to one of their active pokemon. The following posts will describe the proper order of a Trainer's turn.
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Posted: Tue Jan 04, 2011 10:37 am
Step One: Setting the Stage 1. Post your Trainer's Dexterity.
2. Post which Pokemon you'll be using (include a picture if you like). You should roleplay your trainer sending them out.
3. Post that Pokemon's Speed stat.
By posting these three things, the order in which turns are taken will be determined. You may think, "If I post my Pokemon first, they will know what I'm using and will send out something that is strong against it!" This won't be the case. If you're fighting an NPC, they'll most likely send out something random to start the fight. If you're fighting another player, you both will be required to tell a crew member which Pokemon you're starting with via private message, making sure there isn't an unfair advantage.
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Posted: Tue Jan 04, 2011 11:28 am
Step Two: Trainer Action During a Trainer's turn, they can do much more than just tell their Pokemon to use a move. Each Trainer will have the chance to use one Trainer Action at the start of every round. This happens before your Pokemon uses a move. The Trainer with the highest Dexterity will post their Trainer Action first. If any two trainers tie, they will each have to roll a 1d20. Whoever gets a higher number will use their Trainer Action first for the rest of the match. If two allies are tied for Dexterity, they may still roll a 1d20 or simply decide who goes first. All Trainers must post their Trainer Actions before anyone commands their Pokemon to use a move.
If you don't wish to or can't use a Trainer Action, you may make a post that simply says PASS, to skip your Trainer Action turn.
You may only use Trainer Actions at the beginning of the round, unless one of your Trainer Features has a triggered effect. If a Feature has a triggered effect, you may use that Feature even if you have already used a Feature on your turn.
In the very first round of every fight, the Trainer Action step is skipped because you will be sending out your Pokemon, which counts as a Trainer Action.
In the rounds of battle following the first, you may use Trainer Actions to do one of the following things,
1. You may use a Trainer Feature. If your Trainer Feature involves your Trainer using a move, you will skip giving your Pokemon a command for the round.
2. Your Trainer may make an unarmed attack or use a weapon to attack. If you do this, you will skip giving your Pokemon a command for the round. You should keep this option in mind if you start with a Pokemon like Abra or Magickarp, as they won't have any damaging moves when you first acquire them. An unarmed Trainer attack is weak, but it's better than using the move Splash. You don't need to make an Accuracy Check for an unarmed attack. The Damage Check for an unarmed attack is 1d4. Don't add any stats to that damage.
3. You may use your Pokedex on the opposing Pokemon. In this game, you won't see the HP of an opposing Pokemon unless you have a Trainer Feature that unlocks that ability. Your Pokedex will tell you if the opposing Pokemon is above or below 50% of their Max HP at the start of the next round, as it takes a few moments for the Pokedex to process them.
4. Your Trainer may use an item such as a potion, Pokeball, or Ranger Styler. If you use one of these, you will skip giving your Pokemon a command for the turn. Capturing Pokemon is covered in a different thread. Individual potions will be found in shops which will be covered in the first post of every town's thread.
5. You may swap out your active Pokemon for another. If your active Pokemon hasn't fainted and you switch it out, you will not be able to issue a command to the new one during this round, so the other team will get a free shot on it. This means that you don't get to switch your Pokemon for free if you manage to cause your opponent's Pokemon to faint. If your Pokemon has fainted and you switch it out, the round will reset. This means that you don't get to switch your Pokemon for free if you manage to cause your opponent's Pokemon to faint. Make sure you Post the new Pokemon's Speed stat. You don't get to switch your Pokemon for free if you manage to cause your opponent's Pokemon to faint I hope that rule is clear.
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Posted: Tue Jan 04, 2011 11:36 am
Step Three: Issuing a Command After the Trainer Actions have been posted, you may issue a command to your Pokemon. The person with the Pokemon who has the highest Speed stat will post and use their move first, and the rest of the order will be determined by Speed. If two or more Pokemon tie for Speed, their Trainers will roll a 1d20. This will determine the order for the rest of the time that the Pokemon are in Battle. If two allies are tied for Speed, they may still roll a 1d20 or simply decide who goes first. If it is a battle with more than two Trainers involved, then a crew member will likely post the order in which Pokemon may use their moves.
When you Issue a Command, you are telling one of your active Pokemon which of their Moves or Abilities to use during that round of the Battle. Most Abilities are constant, but some require activation and their activation will consume the Pokemon's turn. Unless you have the Feature, Dual Wielding, you may only issue one command per turn, meaning that you will only be able to use one Pokemon at a time unless you have that Feature.
If you use a move or ability, you will roll a 1d20 if the move requires an Accuracy Check. In order for a move to hit the opponent, your roll must be greater than the Accuracy Check plus any Evasion Bonuses that the opposing Pokemon may have. You should also copy and paste that move or ability into the post that you that you make the Accuracy Check so that everyone involved in the battle will know exactly what it does. Feel free to describe how your Pokemon executes the move in the roleplay.
You may also order your Pokemon to stand by, meaning that they will take their turn after the next Pokemon in the order of Speed. You may continue to do this until they are the last Pokemon to go before the round ends. If you order your Pokemon to stand by while they are the last to go in the round, the round ends and they forfeit their chance to make a move. If the party is attempting to catch a weakened wild Pokemon, this would be a smart move to make if your Pokemon only knows damaging moves and someone wishes to catch the weakened Pokemon.
If your Pokemon takes damage, you will need to subtract either your Pokemon's Special Defense or Physical Defense from the damage dealt to it. You should post this calculation before you have your Pokemon use their move. You should also change its "Current Hp" in its profile in order to keep track of its Hit Points. If its Hp reaches zero, it faints and is unable to battle.
Finally, if anything other than a status ailment causes your Pokemon to be unable to use any moves on its turn, the Pokemon will merely forfeit its turn. You should try to be aware of the Frequencies of your moves. Remember, you can always have your Trainer make an attack during the Trainer Action step, so if you know that you're Pokemon isn't going to be able to use a move, you should do so. If they don't have any weapons, the Damage Check for an unarmed attack of a Trainer is 1d6. No Accuracy Check is required and you don't apply any stats to it.
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Posted: Tue Jan 04, 2011 11:49 am
Step Four: Blocking an Attack In emergencies, where you, the Trainer, are getting targeted by an attack, one of your Pokemon may make a check of 1d20 to try and get into the line of sight in order to intercept the attack. If your Pokemon’s Speed stat is 20 or below you must roll 11 or better on the d20 check to be allowed to get into the way of the attack. If their Speed stat exceeds 20, you need only to roll 6 or better on the d20 Check. If a Pokemon’s Speed stat exceeds 35, you do not need to make a check and may always get into the way of an attack targeting you, the Trainer.
This may be done at any time as long as you have an active Pokemon on the field.
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Posted: Tue Jan 04, 2011 11:57 am
Step Five: In the Swing of Things Repeat steps two through four until the battle has ended. Good luck!
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