I wonder... if we are able to have
2 LEGENDARYS
because srsly
I want my trainer to carry around 12 pokemon
2 LEGENDARYS
because srsly
I want my trainer to carry around 12 pokemon
<Snipped quote by Lord Santa>
well MEGA gyrados is water dark so thats a bonus,
on a side note... it kinda sucks that it has a 4x weakness to electric
<Snipped quote by Sho Minazuki>
Well yes, but hold items in this I guess the pokemon will actually wear,
such as wearing a focus sash, like a head band arm band etc etc.
Or wearing choice specs etc etc
its kinda like how they handle mega stones, you literally do see them on the pokemon in question,
in the case of pokemon with fur, they might hide it in their fur (for instance things like berries)
catch my drift?
<Snipped quote by 1Charak2>
By this logic, Munchlax would be super OP.
But I don't think we should throw held items into the mix. We risk it becoming pretty much the game, and the held items emphasize setup rather than player creativity.
I have a counter argument and it's the power of creative liberty with your moves. Not to mention the point was that I believed it emphasized the 'setup' aspect, not balance, the balance side is fine, we want to have to keep track of less rather than more, if we keep track of too much it becomes cumbersome and tiring, if too little it may become boring, but we already keep track of possibly level and movesets, I just believe items to be unnecessary. Klefki or any Pokemon's viability is from 0-100 in RP, because again, creative liberty.
There's also I want to push the whole creative liberty, and have moves be able to upgrade if the Pokemon trains it enough. That can give players the ability to have their favourite Pokemon have a 'signature move' so to speak.
EDIT: I understand the viewpoint you're speaking from, but I think you need to take a quick look at yourself. Without fail you've managed to mention the actual game's balance and weaknesses in every single one of your responses, so I think you're emphasizing the game's logic too much, rather than the creative potential allowed when roleplaying.
<Snipped quote by Sho Minazuki>
Also this bit.
In regards to custom/upgraded moves, they can be learned through training, or just continued use of a single move. For instance your Leaf Blade upgrades and can send a cutting wind blade at the opponent, or combine Leaf Blade with Aerial Ace and make a dual flying/grass type move (which I have no idea what the use of that double typing would be, but it would look awesome as fuck).
Basically, it's an extra thing, you can take some time to stop at a town or route to train and hone it, or you can keep moving along your journey, and if you get it, you get it.
But how and when you gain it is a question I must consider. Do we ask the GM if it's okay and start training to learn it? Do you require to meet some requirements?
I think the most reasonable way to handle this is allowing a limited number per Pokemon. Like... They can only have one hybrid/combination move, and one upgraded, or only one or the other.
But on the other hand... Allowing unlimited combination moves between Pokemon for double or triple battles would be pretty neat. There can be two types. Creative combination that makes an entirely new attack, or the very common 'natural synergy', which requires very little training, just the two participating Pokemon to use two attacks that can compliment one another.
<Snipped quote by Sho Minazuki>
In regards to custom/upgraded moves, they can be learned through training, or just continued use of a single move. For instance your Leaf Blade upgrades and can send a cutting wind blade at the opponent, or combine Leaf Blade with Aerial Ace and make a dual flying/grass type move (which I have no idea what the use of that double typing would be, but it would look awesome as fuck).
<Snipped quote by Sho Minazuki>
BRO LEAF BLADE THAT NEVER MISSES YESYESYESYESYES.
WHICH GIVES ME AN IDEA! Why not, say, combine the effects rather than types of attack? That would leave us to be super creative rather than just throwing together two types. Say, for now, I'll want to combine... Tackle and Harden for my Staryu. Well I'll recieve my Defense boost, but since Staryu's body is no doubt harder than before, it's Tackle might do a little more damage. And maybe later let's say someone wanted a Dragonite. Let's say that a trainer combined Safeguard and Draco Meteor. Safeguard would cancel the stat drop, however lowering the power of Draco a little bit, resulting in a safe but still powerful (110 BP?) new attack~.
One per Pokemon was the idea. Of course for them to even have it, they'd have to be something of a veteran in your party, so you can't teach custom/upgrade moves right away.
There's also I want to push the whole creative liberty, and have moves be able to upgrade if the Pokemon trains it enough. That can give players the ability to have their favourite Pokemon have a 'signature move' so to speak.
My trainer is gonna carry around twelve pokemon... Cause screw the PC
*he will still only use 6 in battles though*
Is 12 Pokemon on a route a good amount?