|
Battles
May 13, 2014 17:00:09 GMT -5
Post by Managrimm on May 13, 2014 17:00:09 GMT -5
While you don't need to roleplay as a trainer (or even anyone with any interest in Pokemon), a Pokemon roleplay just wouldn't be complete without Pokemon battles.
On Ceriah, we use a Pokemon's stats as powerful guidelines to ensure that each Pokemon is unique beyond its moveset and abilities. We take time to look over each Pokemon and balance them in our expanding Pokedex Thread so that even more Pokemon will be viable on your team without sacrificing any of their unique flair. In addition, we've rebalanced stat-altering moves to fit smoothly into the longer battles you experience in a roleplaying environment and carefully define each move a Pokemon can learn in our expanding Attackdex Thread.
A mod will always be standing by and watching your battles in real-time whenever possible to ensure that everyone is playing fairly and that all participants are roleplaying their Pokemons' skills as appropriate. Remember that if at anytime something isn't clear to you, you can ask an admin for help.
|
|
|
Battles
May 13, 2014 17:04:23 GMT -5
Post by Managrimm on May 13, 2014 17:04:23 GMT -5
Using Moves and Non-Moves On Ceriah, we use PP as a strong guideline for how much energy it takes a Pokemon to use its moves. Pokemon that keep using taxing moves like Fire Blast will quickly become exhausted. Low level Pokemon especially have trouble using powerful moves like Flamethrower and Swords Dance many times before tiring themselves out. A mod will help you out at first so you can get a feel for your Pokemon's abilities.
Remember that healing your Pokemon at a Pokemon Center doesn't cure their exhaustion and tired Pokemon get less experience from battling so it's important to let your Pokemon rest. Fainting in battle also significantly cuts a Pokemon's energy even once healed. You can feed your Pokemon an Elixir to cure some of its exhaustion and a Max Elixir to fully cure its exhaustion. Just like in real life though, using a steady stream of drugs to continuously work out isn't usually the best idea. Have a mod help you out if you're confused.
Here on Ceriah, we love intelligence and creativity. Your Pokemon can battle using its environment and body to its advantage even without moves. A Pokemon with teeth can bite and a Muk can smother its opponent. A normal bite or tackle won't be as powerful as if the Pokemon knew the moves, but a good trainer knows how to use everything you have at your disposal, whether your Mightyena is grappling a Raichu in its powerful jaws or your Machamp counters the homing attack Aura Sphere by flinging a sturdy log into the way of the attack.
|
|
|
Battles
May 13, 2014 17:04:54 GMT -5
Post by Managrimm on May 13, 2014 17:04:54 GMT -5
Stat-Altering Moves When you use stat-altering moves on Ceriah we want you to have a crystal clear concept of the effects it will have on your Pokemon so you'll know exactly what results you're getting when you commit a move to boosting your stats instead of attacking.
Stat-altering moves on Ceriah have 2/3rds the effectiveness they do in the games. This isn't easy to understand at first so that's why we've created an example to help you get started.
Each Pokemon in the example is exactly the same and using the same offensive move. They all use Swords Dance a different amount of times. The first Pokemon uses only its offensive attack and so its cumulative damage only goes up by one each turn.
Remember that a mod will always be present during an active battle so it's easy to get help if you get confused.
1.00 | 2.00 | 3.00 | 4.00 | 5.00 | 6.00 | 7.00 | 0.00 | 1.66 | 3.33 | 4.99 | 6.66 | 8.33 | 9.99 | 0.00 | 0.00 | 2.33 | 4.66 | 6.99 | 9.33 | 11.66 | 0.00 | 0.00 | 0.00 | 3.00 | 6.00 | 9.00 | 12.00 |
As you can see, after seven moves the first Pokemon's cumulative damage dealt is equal to seven attacks. The Pokemon that used one Swords Dance has dealt damage equivalent to about ten attacks in that same amount of time. For a third Swords Dance to be worth the investment, the battle must last a minimum of seven attacks or the move was wasted.
|
|
|
Battles
May 13, 2014 17:05:28 GMT -5
Post by Managrimm on May 13, 2014 17:05:28 GMT -5
Status Ailments Status ailments have been clearly defined here for you to consult as you roleplay. A Pokemon can be affected with more than one status ailment at once.
- Drowsy: All moves that normally inflict sleep now inflict the Drowsy Status instead, with the exception of Rest. The affected Pokemon becomes drowsy, disoriented and sluggish for 3 to 7 turns.
A Pokemon who suffers from the Drowsy Status is immune to becoming Drowsy for two turns after it wears off and its chances of being made Drowsy by the same move used by any Pokemon are halved for one hour after. When a Pokemon is Drowsy, the mod present should roll a dice to determine how many turns it will last. This number is not given to the player, but the mod may hint as to a player-controlled Pokemon's condition as it gradually wears off.
- Paralyzed: The affected Pokemon has its speed lowered by two stages and will be sporadically unable to move 25% of the time. When a Pokemon is Paralyzed, the mod present should roll a dice each turn to determine if the affected Pokemon is unable to move.
- Poisoned: The affected Pokemon's health drops at a rate of 1/12th per turn. This rate is drastically lowered while the Pokemon is within its Poke Ball. If a human character is poisoned an admin should be consulted.
- Badly Poisoned: The affected Pokemon's health drops at an increasing rate starting at 1/24th and increasing by 1/24 per turn. This will KO a Pokemon in seven turns if no other damage is taken. This rate is drastically lowered while the Pokemon is within its Poke Ball. If a human character is poisoned an admin should be consulted.
- Burned: The affected Pokemon's health drops at a rate of 1/12th per turn. Its attack is lowered by two stages.
- Frozen: The affected Pokemon becomes glazed over in a coat of ice. It cannot attack and will not be damaged by most moves that do not shatter the coat of ice or melt it. Pokemon cannot be frozen while the weather is Intense Sunlight. When a Pokemon is Frozen, the mod present should roll a dice each turn to determine if the affected Pokemon thaws.
- Confused: The affected Pokemon experiences hallucinations. It may act erratically and unpredictably for two to five turns, attacking trees instead of the opponent, falling over or even using a deleterious move like Explosion. When a Pokemon is Confused, the mod present should roll a dice as with Drowsy to determine how many turns it will last, but not to determine what the Pokemon does on turns it is confused.
|
|