How to catch Pokémon
Oct 24, 2019 14:44:25 GMT
Post by Jay on Oct 24, 2019 14:44:25 GMT
Catching Pokémon is easy and rewarding in the Amrys Islands! To see the species you can find and where, locate the 'Wild Pokémon' thread in the area you wish to scour.
Wild Pokémon have three scales to them: Encounter Rate, Capture Rate, and Escape Rate. You use dice rolls for each of these scales, and encounter Pokémon equivalent in tier to the highest-tiered Pokémon in your team. When you want to begin searching for wild Pokémon, you first look towards Encounter Rate: roll a die with a range equal to the Encounter Range, which is 1 to the last number on the the last Pokemon's Encounter Rate. So if your highest-tiered Pokémon is Tier 4, you would look under the 'Tiers 4-6' list. If the final Pokemon's Encounter Rate ends with a 250, then the Encounter Range is 1-250. You roll a die with that range.
After rolling the die, find the Pokémon whose Encounter Rate contains the number you rolled. This is the Pokémon you encounter. You may leave the encounter at any time.
If you stay in the encounter, you can roleplay whatever you wish, but battles aren't relevant to catching Pokémon. Catch mechanics are the only concrete deciders, but you're encouraged to play out that there is a battle that's going on. When you want to try and catch the encountered Pokémon, roll a die with a range equal to its Capture Rate. For every Pokémon, rolling a 1-5 means that you caught it. Rolling any other number means that the Pokémon broke free.
For example, let's say Pokémon A has a Capture Rate of 1-10. You have a 50% chance of catching it, as 1-5 accounts for 50% of the catch rate. However, let's say Pokemon B has a Capture Rate of 1-25. You have a 20% chance of catching it, as 1-5 accounts for 20% of the catch rate.
So if you caught it, congratulations! If you didn't, however, it has a chance of fleeing! Escape Rate measures the Pokémon's ability to escape you. After a Pokémon breaks free, roll a die equivalent to its Escape Rate. For every Pokémon, rolling a 1-5 means it has escaped you, and the encounter is over.
This system is designed to balance roleplay and quantitative mechanics smoothly, to help you customize the exciting parts of the encounter while providing a reliable system for fair and rewarding capture. Have fun discovering new Pokémon!
...oh
...one more thing
If you roll the same number three times in a row, the next Pokémon you encounter is a shiny.
Wild Pokémon have three scales to them: Encounter Rate, Capture Rate, and Escape Rate. You use dice rolls for each of these scales, and encounter Pokémon equivalent in tier to the highest-tiered Pokémon in your team. When you want to begin searching for wild Pokémon, you first look towards Encounter Rate: roll a die with a range equal to the Encounter Range, which is 1 to the last number on the the last Pokemon's Encounter Rate. So if your highest-tiered Pokémon is Tier 4, you would look under the 'Tiers 4-6' list. If the final Pokemon's Encounter Rate ends with a 250, then the Encounter Range is 1-250. You roll a die with that range.
After rolling the die, find the Pokémon whose Encounter Rate contains the number you rolled. This is the Pokémon you encounter. You may leave the encounter at any time.
If you stay in the encounter, you can roleplay whatever you wish, but battles aren't relevant to catching Pokémon. Catch mechanics are the only concrete deciders, but you're encouraged to play out that there is a battle that's going on. When you want to try and catch the encountered Pokémon, roll a die with a range equal to its Capture Rate. For every Pokémon, rolling a 1-5 means that you caught it. Rolling any other number means that the Pokémon broke free.
For example, let's say Pokémon A has a Capture Rate of 1-10. You have a 50% chance of catching it, as 1-5 accounts for 50% of the catch rate. However, let's say Pokemon B has a Capture Rate of 1-25. You have a 20% chance of catching it, as 1-5 accounts for 20% of the catch rate.
So if you caught it, congratulations! If you didn't, however, it has a chance of fleeing! Escape Rate measures the Pokémon's ability to escape you. After a Pokémon breaks free, roll a die equivalent to its Escape Rate. For every Pokémon, rolling a 1-5 means it has escaped you, and the encounter is over.
This system is designed to balance roleplay and quantitative mechanics smoothly, to help you customize the exciting parts of the encounter while providing a reliable system for fair and rewarding capture. Have fun discovering new Pokémon!
...oh
...one more thing
If you roll the same number three times in a row, the next Pokémon you encounter is a shiny.