Hidden 9 yrs ago Post by The Red Seelie
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I wonder... if we are able to have

2 LEGENDARYS

because srsly

I want my trainer to carry around 12 pokemon
Hidden 9 yrs ago Post by Lord Santa
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<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


Well, technically speaking, original gyarados has less weaknesses because mega gyarados is weak to bug, fighting, electric, grass and fairy. But yeah, it kinda does.
Hidden 9 yrs ago Post by Sho Minazuki
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<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?


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.
Hidden 9 yrs ago 9 yrs ago Post by The Red Seelie
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<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.


well some pokemon need items to even be effective, case and point Klefki, who needs the air balloon to setup.

so maybe their could be held items IF they are restricted in some way, personally, its already alot like the game, as soon as you add abilty's and typing.

*fun isn't it*

but you gotta remember, you literally have to roleplay getting all of this stuff, plus alot of other things to get a setup, personally instead of losing items, you should make it harder to get these *special* items,

Plus not to mention Player creativity can factor in items for some pretty creative ideas

for instance,

"So you think your just one shot away, well its a wasted effort, MY POKEMON WILL HOLD ON THROUGH THICK AND THIN" *focus sash falls of and disappear's" (see it does that, most held items have some sort of restriction or they disappear after use, they are pretty balanced in that sense, and according to the roleplay that means the item can only be used once, that's right only once, and those that don't disappear after use are usually alot weaker then their disposable counterparts)

Pretty Balanced if you ask me

Hidden 9 yrs ago 9 yrs ago Post by Sho Minazuki
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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. In RP, 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.
Hidden 9 yrs ago Post by The Red Seelie
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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.


Oh you mean taking a personal take on a move, or combining moves to create a new move of some kind,

okay this actually interests me... please explain a little more
Hidden 9 yrs ago Post by Sho Minazuki
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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.


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.
Hidden 9 yrs ago Post by The Red Seelie
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<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.


Well, in regards to the top bit XD, I am a logical person.

but I guess I might as well respond to all of this...

Duel move's, Hell nintendos already done this with hawlucha, and flying press. *and yes it would look awesome as all bloody hell,*

and well, asking the GM if its okay to learn it is a good idea, and I already have some requirements...

for instance,

1, The pokemon must have expierence (no doing it straight away with new pokemon)
2, The Trainer and the Pokemon must have a Strong bond

thats all i got for now

______________________________________________________________________________________________________________________________________________
'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.'
_____________________________________________________________________________________________________________________________
in response to this, Do you mean one move per pokemon or do you refer to teams as a whole, both ways seem okay, since everyone would be able to achieve these,

"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."

Okay now this is something good, I like the idea of Unlimited combinations because it would create some pretty thrilling battles...

Lockdown klefki....
hehe
hehe
Hidden 9 yrs ago 9 yrs ago Post by StarInaBox
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<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).


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~.
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Hidden 9 yrs ago 9 yrs ago Post by The Red Seelie
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<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~.


110 BP with no recoil PFFT thats not balanced

More like 90 BP yet never miss's because draco meteor has a shiiiii ton of range,

still I like this idea.

because i would totally exploit the ever living hell out of it XD, SUCKER PUNCH (gurateed to go first if the opponant is attacking) plus Power up Punch on a Mega kangakskhan

XD

OR Flare Bird, (on a gale wing's talonflame) A combination of Brave Bird and Flare blitz, its essentially a Destiny bond XD
Hidden 9 yrs ago Post by Sho Minazuki
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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.
Hidden 9 yrs ago 9 yrs ago Post by The Red Seelie
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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.


then yes I am all 4 the Idea of Custom/Upgraded Move's

because it just makes sense,

*laughs evily*

Wait on a side note, Upgraded moves Give me a few more examples for a sec cause i have some doubts

(oh and I am allowed the Spikey eared pichu :D)

Hidden 9 yrs ago Post by AbysmalDemon
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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.


Like in some of the newer mystery dungeons? Like how your move gets more powerful if you use it enough? I like that.
Hidden 9 yrs ago 9 yrs ago Post by The Red Seelie
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Hey @Suku, I see you be living XD,

care to respond ?
Hidden 9 yrs ago Post by AbysmalDemon
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@GrandzHelios

Your here

Finally! XD JK
Hidden 9 yrs ago Post by AbysmalDemon
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@StarInaBox Is it ok if @Savo joins us? I have no problem with it.
Hidden 9 yrs ago Post by The Red Seelie
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My trainer is gonna carry around twelve pokemon... Cause screw the PC

*he will still only use 6 in battles though*
Hidden 9 yrs ago Post by AbysmalDemon
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My trainer is gonna carry around twelve pokemon... Cause screw the PC

*he will still only use 6 in battles though*


Yeah, I like that. That way you have more of a variety to choose from.

Also, @Sho Minazuki sure, shiny Snivy, go for it.
Hidden 9 yrs ago Post by AbysmalDemon
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Is 12 Pokemon on a route a good amount?
Hidden 9 yrs ago Post by The Red Seelie
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Is 12 Pokemon on a route a good amount?


No, no its not

Abysmal, didn't i already make the point of not making it a limited number, and instead find pokemon by the climate?

with a rarity system

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