Battle System
Oct 14, 2019 6:24:03 GMT
Post by Sleepy on Oct 14, 2019 6:24:03 GMT
A Note on Resources
PokémonDB is an excellent user-friendly resource that I personally recommend, with all the information you need on Pokémon, moves, abilities, types, and more.
TIER
Helpful Link: Advancing in Tier
As a League trainer, you'll begin your journey with a Tier 1 starter Pokémon. Defeating gym leaders, successfully completing quests, and doing well in special challenges will allow your Pokémon team to advance into the next Tier.
Your Tier determines which moves your Pokémon can learn and when it can evolve into a higher stage. It also serves as a modifier during combat and skill tests.
Tier 1 = Level 1 - 5
Tier 2 = Level 6 - 10
Tier 3 = Level 11 - 15
Tier 4 = Level 16 - 20
Tier 5 = Level 21 - 25
Tier 6 = Level 26 - 30
Tier 7 = Level 31 - 35
Tier 8 = Level 36 - 40
Tier 9 = Level 41 - 45
Tier 10 = Level 46 - 50
Tier 11 = Level 51 - 55
Tier 12 = Level 56 - 60
Tier 13 = Level 61 - 65
Tier 14 = Level 66 - 70
Tier 15 = Level 71 - 75
Tier 16 = Level 76 - 80
Tier 17 = Level 81 - 85
Tier 18 = Level 86 - 90
Tier 19 = Level 91 - 95
Tier 20 = Level 96 - 100
BASE STATS
Every Pokémon species has base stats spread across six attributes, ranging from 1 to over 255. These stats measure your Pokémon's speed, strength, and durability.
You will use modifiers derived from these base stats during combat and skill tests.
MODIFIERS
1 - 20 = -2
21 - 40 = -1
41 - 60 = +0
61 - 80 = +1
81 - 100 = +2
101 - 120 = +3
121 - 140 = +4
141 - 160 = +5
161 - 180 = +6
181 - 200 = +7
200 - 220 = +8
221 - 239 = +9
240+ = +10
HIT POINTS
When a Pokémon falls to 0 HP, it faints and can no longer battle. Calculate your HP by taking your Pokémon's base HP stat and dividing it by 2. Round up to the nearest whole number, and then add your Tier modifier.
Base HP ÷ 2 + Tier
e.g. Bulbasaur has base HP of 45.
45 ÷ 2 = 22.5 (round up to 23).
23 + Tier 1 = 24.
Tier 1 Bulbasaur has 24 HP. Bulbasaur evolves into Ivysaur at Tier 4, where it has 34 HP. At Tier 7, Ivysaur evolves into Venusaur, packing 47 HP. Now that's good shit.
ATTACK and SPECIAL ATTACK
Moves are categorized as either Physical, Special, or Status. Physical moves use your Pokémon's Attack modifier, while Special moves use your Special Attack modifier.
Damaging moves all have a set Power, ranging from 10 to over 200. This number determines which dice you use in combat.
10 - 45 = d4
50 - 65 = d6
70 - 85 = d8
90 - 115 = d10
120 - 135 = d12
140 - 199 = d20
200+ = d20 + 10
Status moves don't use any modifier. These may inflict a condition or change a target's stats. Any stat can be lowered or raised a maximum of 6 stages. This is represented simply as another modifier (e.g. +2 onto Attack rolls after Swords Dance, or -2 onto Attack rolls after Feather Dance).
DEFENSE and SPECIAL DEFENSE
Your Defense and Special Defense modifiers determine how easily you are hit by Physical and Special moves respectively. See the next section.
ACCURACY and EVASION
All moves have set accuracy, and certain moves can raise or lower accuracy and evasion. For simplicity sake, we'll call this your Evasion Class.
Evasion Class uses EITHER your Defense or Special Defense modifier, as well as your Tier modifier, with a base of at least 3. When being attacked by an opponent, if their Accuracy roll does not beat your Evasion Class, their attack misses or slides harmlessly off you.
Evasion Class = Defense OR Special Defense modifier + Tier + 3 (+ Evasion modifier)
Accuracy roll = 1d20 + Accuracy modifier
Moves that boost evasion serve as a modifier to your Evasion class. Moves that boost accuracy are modifiers for Accuracy rolls. No shit, right. As stated above, stats can be raised or lowered a maximum of 6 stages.
Status moves are compared to an Evasion Class using Special Defense.
Accuracy modifiers
OHKO = -10
<59 = -3
60 - 69 = -1
70 - 79 = +0
80 - 89 = +1
90 - 99 = +2
100 = +3
SPEED
Faster Pokémon are more likely to move first in combat.
At the start of combat, all parties will roll 1d20 for initiative and add their Speed modifier. The highest number goes first. This will specify turn order for the rest of the battle. In an ambush scenario, the attacking party will roll with advantage. This means they can roll twice, using the higher number.
MAKING AN ATTACK ROLL
You're in a real trainer battle! wat do?
First, establish who sends out their Pokemon first. This is to subvert any exploitation, as the person who chooses to send out their Pokemon first would usually be at a disadvantage. The following roll makes sure this process is, at the very least, randomized. Both trainers roll a 1-20 at the very beginning of a battle to determine send-out order. The trainer with the highest number CHOOSES whether to send out their Pokemon first or second. This does NOT determine turn order.
To determine turn order, you roll the following equation: 1d20 + Speed modifier. The trainer with the highest roll goes first, and will so long as theirs or the opponent Pokemon are out and battling. With each new Pokemon introduced onto the field, this process resets. It does NOT reset if both Pokemon on the field have already met (For example, a Bulbasaur and a Charmander started a battle, the Charmander was switched out, and then the Charmander was brought in again to face the Bulbasaur). The turn order decided between the two Pokemon originally will be upheld.
Now there are two stages to your attack: the Accuracy roll and the Attack roll. Roll for both.
Your Accuracy roll is a simple 1d20, with any appropriate modifiers. If your Accuracy roll beats your opponent's Evasion Class, then congrats, you hit 'em. Now apply the damage calculated from your Attack roll. This depends on the type and power of the move used.
Accuracy = 1d20 + Accuracy modifier (if applicable)
Damage = Power die + Attack OR Special Attack modifier + Tier
Tier 1 Bulbasaur wants to use Vine Whip. Vine Whip has a power of 45, which uses 1d4. If we roll a 3, we then add our Tier modifier (+1) and our Attack modifier (+0). This would result in a whopping 4 damage. Congratulations. You know how to kill.
Type Advantage &a Disadvantage
This is pretty simple. Attacks of certain types may be 2x or 4x effective or resisted.
If you roll a 20 on your Accuracy roll, that's a Critical Hit! Critical Hits always land and perform double damage (before modifiers).
PokémonDB is an excellent user-friendly resource that I personally recommend, with all the information you need on Pokémon, moves, abilities, types, and more.
TIER
Helpful Link: Advancing in Tier
As a League trainer, you'll begin your journey with a Tier 1 starter Pokémon. Defeating gym leaders, successfully completing quests, and doing well in special challenges will allow your Pokémon team to advance into the next Tier.
Your Tier determines which moves your Pokémon can learn and when it can evolve into a higher stage. It also serves as a modifier during combat and skill tests.
Tier 1 = Level 1 - 5
Tier 2 = Level 6 - 10
Tier 3 = Level 11 - 15
Tier 4 = Level 16 - 20
Tier 5 = Level 21 - 25
Tier 6 = Level 26 - 30
Tier 7 = Level 31 - 35
Tier 8 = Level 36 - 40
Tier 9 = Level 41 - 45
Tier 10 = Level 46 - 50
Tier 11 = Level 51 - 55
Tier 12 = Level 56 - 60
Tier 13 = Level 61 - 65
Tier 14 = Level 66 - 70
Tier 15 = Level 71 - 75
Tier 16 = Level 76 - 80
Tier 17 = Level 81 - 85
Tier 18 = Level 86 - 90
Tier 19 = Level 91 - 95
Tier 20 = Level 96 - 100
BASE STATS
Every Pokémon species has base stats spread across six attributes, ranging from 1 to over 255. These stats measure your Pokémon's speed, strength, and durability.
You will use modifiers derived from these base stats during combat and skill tests.
MODIFIERS
1 - 20 = -2
21 - 40 = -1
41 - 60 = +0
61 - 80 = +1
81 - 100 = +2
101 - 120 = +3
121 - 140 = +4
141 - 160 = +5
161 - 180 = +6
181 - 200 = +7
200 - 220 = +8
221 - 239 = +9
240+ = +10
HIT POINTS
When a Pokémon falls to 0 HP, it faints and can no longer battle. Calculate your HP by taking your Pokémon's base HP stat and dividing it by 2. Round up to the nearest whole number, and then add your Tier modifier.
Base HP ÷ 2 + Tier
e.g. Bulbasaur has base HP of 45.
45 ÷ 2 = 22.5 (round up to 23).
23 + Tier 1 = 24.
Tier 1 Bulbasaur has 24 HP. Bulbasaur evolves into Ivysaur at Tier 4, where it has 34 HP. At Tier 7, Ivysaur evolves into Venusaur, packing 47 HP. Now that's good shit.
ATTACK and SPECIAL ATTACK
Moves are categorized as either Physical, Special, or Status. Physical moves use your Pokémon's Attack modifier, while Special moves use your Special Attack modifier.
Damaging moves all have a set Power, ranging from 10 to over 200. This number determines which dice you use in combat.
10 - 45 = d4
50 - 65 = d6
70 - 85 = d8
90 - 115 = d10
120 - 135 = d12
140 - 199 = d20
200+ = d20 + 10
Status moves don't use any modifier. These may inflict a condition or change a target's stats. Any stat can be lowered or raised a maximum of 6 stages. This is represented simply as another modifier (e.g. +2 onto Attack rolls after Swords Dance, or -2 onto Attack rolls after Feather Dance).
DEFENSE and SPECIAL DEFENSE
Your Defense and Special Defense modifiers determine how easily you are hit by Physical and Special moves respectively. See the next section.
ACCURACY and EVASION
All moves have set accuracy, and certain moves can raise or lower accuracy and evasion. For simplicity sake, we'll call this your Evasion Class.
Evasion Class uses EITHER your Defense or Special Defense modifier, as well as your Tier modifier, with a base of at least 3. When being attacked by an opponent, if their Accuracy roll does not beat your Evasion Class, their attack misses or slides harmlessly off you.
Evasion Class = Defense OR Special Defense modifier + Tier + 3 (+ Evasion modifier)
Accuracy roll = 1d20 + Accuracy modifier
Moves that boost evasion serve as a modifier to your Evasion class. Moves that boost accuracy are modifiers for Accuracy rolls. No shit, right. As stated above, stats can be raised or lowered a maximum of 6 stages.
Status moves are compared to an Evasion Class using Special Defense.
Accuracy modifiers
OHKO = -10
<59 = -3
60 - 69 = -1
70 - 79 = +0
80 - 89 = +1
90 - 99 = +2
100 = +3
SPEED
Faster Pokémon are more likely to move first in combat.
At the start of combat, all parties will roll 1d20 for initiative and add their Speed modifier. The highest number goes first. This will specify turn order for the rest of the battle. In an ambush scenario, the attacking party will roll with advantage. This means they can roll twice, using the higher number.
MAKING AN ATTACK ROLL
You're in a real trainer battle! wat do?
First, establish who sends out their Pokemon first. This is to subvert any exploitation, as the person who chooses to send out their Pokemon first would usually be at a disadvantage. The following roll makes sure this process is, at the very least, randomized. Both trainers roll a 1-20 at the very beginning of a battle to determine send-out order. The trainer with the highest number CHOOSES whether to send out their Pokemon first or second. This does NOT determine turn order.
To determine turn order, you roll the following equation: 1d20 + Speed modifier. The trainer with the highest roll goes first, and will so long as theirs or the opponent Pokemon are out and battling. With each new Pokemon introduced onto the field, this process resets. It does NOT reset if both Pokemon on the field have already met (For example, a Bulbasaur and a Charmander started a battle, the Charmander was switched out, and then the Charmander was brought in again to face the Bulbasaur). The turn order decided between the two Pokemon originally will be upheld.
Now there are two stages to your attack: the Accuracy roll and the Attack roll. Roll for both.
Your Accuracy roll is a simple 1d20, with any appropriate modifiers. If your Accuracy roll beats your opponent's Evasion Class, then congrats, you hit 'em. Now apply the damage calculated from your Attack roll. This depends on the type and power of the move used.
Accuracy = 1d20 + Accuracy modifier (if applicable)
Damage = Power die + Attack OR Special Attack modifier + Tier
Tier 1 Bulbasaur wants to use Vine Whip. Vine Whip has a power of 45, which uses 1d4. If we roll a 3, we then add our Tier modifier (+1) and our Attack modifier (+0). This would result in a whopping 4 damage. Congratulations. You know how to kill.
Type Advantage &a Disadvantage
This is pretty simple. Attacks of certain types may be 2x or 4x effective or resisted.
If you roll a 20 on your Accuracy roll, that's a Critical Hit! Critical Hits always land and perform double damage (before modifiers).