Post by caedmon on May 15, 2014 19:00:51 GMT
mechanics
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i. pokemon moves.
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You're in a battle and you use the move Hurricane on your opponent. What do you think would happen if Pokemon were real and a Dragonite used hurricane? There'd probably be a lot of wind right? Might knock a lot of stuff over, right? Well, if that's what you thought, you're correct. Here on Hiraeth we use relatively realistic systems. Flamethrower is really hot. Earthquake can cause some damage. Of course, they're not just gonna kill people, that would be too realistic. But you can use them as writing devices. A move like Tailwind for example... it increases your pokemon's speed, but it probably also makes a pretty strong breeze. Use a move like string shot, and you're wrapping something in string/web.
Of course, if all moves were like this, it wouldn't be fun. That's why is mostly up to you and your opponent in battle to decide what exactly your moves are doing. If it's a dramatic sitewide event, yes, earthquake is probably collapsing buildings, making trees fall over. If it's a smaller skirmish/training battle, maybe earthquake is just hurting the opponent and making a few minor things fall down. It's the same with other attacks, you choose. We'll be keeping an eye out for people using ridiculous tactics or anything we deem godmodding or powerplaying. If we think you're being unfair, we'll PM you.
You may use two actions per post, per pokemon. One physical and one defensive. One may be switched out for a dodge, if you wish.
ii. stat boosting techniques.
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Is another thing that we let you justify, to an extent. If your Lucario uses Swords Dance, each one of its attacks will be more powerful. If a Lucario uses Swords Dance twice and then uses a physical attack on a Chansey, chances are that Chansey will take the hit relatively hard. Obviously we're different than the games- pokemon have a bit more Alongevity. It makes battles more fun. As for Sp. Attack-boosting moves, it is the same as above. Defense and Sp. Defense will help a pokemon take hits better. Speed is basically an IC only use, as it provides extra mobility both outside of a battle and in one.
Accuracy and Evasion are slightly different. They don't actually...exist. The only moves that guarantee a hit (one hit) are Mind Reader, Lock-On, etc. Moves that raise Accuracy (Hone Claws and Coil) provide their other stat boosts instead. Attacks that lower Accuracy (Smokescreen, Sand Attack, Flash, Mud SLap) have other IC, more anime-like effects. Smokescreen is great for quick escapes. So is Flash. Sand Attack and Mud Slap can help to blind an opponent for a short amount of time. As for Evasion, Double Team and Minimize can be used creatively. You get the idea, right?
When battles start, we expect both RPers to respect each other and be fair when it comes to losing. Battle losses are actually good for character development.
If we think someone is being unfair in regards to stat boosts, we will ask them to edit. However, if one of our administrators or moderators doesn't notice an issue and a member believes there is one, you can PM any of the staff or Skype one of us, and we'll try to get everything cleared up.
iii. status effects/one hit ko.
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Status effects are slightly more strict. Here are their various effects:
PAR/CONFUSION/ATTRACT: Paralysis, confusion, and attract all create a similar effect. Along with their more...RP-able parts to them (such as the infatuation from attract, or how paralysis prevents some movement), these status effects limit a pokemon to one action per turn. The effects last for three posts, or until cured.
SLP: Sleep allows your pokemon zero actions per turn. The effects last for two posts, or until cured.
PSN/BRN: Poison and burn deal continuous damage to a pokemon. These effects never stop unless an item is used or a pokemon faints. Although these moves deal damage, a pokemon will never faint from them. Poison and burn are not "finishers," as a pokemon requires one hit other than status to faint.
BADLY PSN Toxic poisoning deals continuous, exponential damage. Unlike normal poisoning however, a pokemon can faint from toxic poisoning. It takes approximately 6 posts for a pokemon to faint from poison only. Other attacks will cause a pokemon to faint earlier. Toxic poisoning can be healed by an item.
You may notice that the "Frozen" status effect is missing from this list. Because there are no non-damaging moves that cause a pokemon to become frozen, it does not exist on Hiraeth. Moves with less than a 100% chance to cause a status will not cause said status by default. If both RPers are in agreement and want to change this rule for dramatic effect, this is allowed. However, make sure all members of the battles are okay with this.
Flinching will occur as well, only when a move as a 100% chance of causing flinches.
One hit KO moves simply become 120 base power moves of their respective type.