Difference between revisions of "Battle Mechanics"
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A trainer in battle issues order to their Pokémon to attack or hurt another one, and the Pokémon '''tries''' to comply with the order. In the general case, unless otherwise agreed upon previously, it is the target of the attack who choses whether they will be hit and how. Of course, you are not going to always be able to evade hits, and what you can and can not do to attack, defend or evade is subject to some level of common sense. Check [[Every's Essay|the relevant section of Every's Introduction Essay]]. | A trainer in battle issues order to their Pokémon to attack or hurt another one, and the Pokémon '''tries''' to comply with the order. In the general case, unless otherwise agreed upon previously, it is the target of the attack who choses whether they will be hit and how. Of course, you are not going to always be able to evade hits, and what you can and can not do to attack, defend or evade is subject to some level of common sense. Check [[Every's Essay|the relevant section of Every's Introduction Essay]]. | ||
− | Also take into consideration that just because you teach your Pokémon Hyper Beam and Giga Impact, he will not just one-shot another player-controlled Pokémon in one hit, in particular if it is an already experienced Pokémon. There is a difference between ''saying'' "I know Kung Fu" <!--"Show me"-->, ''fighting'' using Kung Fu, and ''knowing'' Kung Fu. Have your Pokémon get some character development by actually sparring, practising moves, etc. On the other hand, silly Pidgeys and com mons are kinda fair game. | + | Also take into consideration that just because you teach your Pokémon Hyper Beam and Giga Impact, he will not just one-shot another player-controlled Pokémon in one hit, in particular if it is an already experienced Pokémon. There is a difference between ''saying'' "I know Kung Fu" <!--"Show me"-->, ''fighting'' using Kung Fu, and ''knowing'' Kung Fu. Have your Pokémon get some character development by actually sparring, practising moves, etc. On the other hand, silly Pidgeys and com mons are kinda fair game and they are good targets for practising moves and strategies. |
The entire gamut of '''battle formats''' are available to players and characters in the RP, including Triple and Rotation battles. Alternatively, where agreed upon, custom battle styles like tag doubles could be used. | The entire gamut of '''battle formats''' are available to players and characters in the RP, including Triple and Rotation battles. Alternatively, where agreed upon, custom battle styles like tag doubles could be used. | ||
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Note that this is different from the '''battle mode''', as in how many Pokémon to use and under what conditions (Clauses). For example, two Full Teams (6 v/s 6) can battle using any of the first three standard modes mentioned above, but as well can do a Trainer with 3 mons against a Trainer with 5 mons. | Note that this is different from the '''battle mode''', as in how many Pokémon to use and under what conditions (Clauses). For example, two Full Teams (6 v/s 6) can battle using any of the first three standard modes mentioned above, but as well can do a Trainer with 3 mons against a Trainer with 5 mons. | ||
+ | |||
+ | == Interplayer Battles == | ||
+ | |||
+ | Most of the rules and guidelines exposed here serve as a de-facto standard for WAAPT interplayer battles, unless the plot mandates otherwise (see for example the Conquest Arc). However, if you want to have a battle under a special set of rules, you can still do so provided you and the other player involved reach a provable agreement (this meaning something other players can consult, such as Discussion or the chatroom). | ||
== Movepool == | == Movepool == | ||
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Unlike in the main games, Pokémon in WAAPT can eventually learn any move within their '''movepool and current level''' (if you’re using it). Of course, wild mons are mostly limited to natural movepool, that is: by level and one/two moves by breeding. | Unlike in the main games, Pokémon in WAAPT can eventually learn any move within their '''movepool and current level''' (if you’re using it). Of course, wild mons are mostly limited to natural movepool, that is: by level and one/two moves by breeding. | ||
− | This strongly changes the utility, approachability and mechanics of some techniques that operate on the movepool as a target, like Mimic, Imprison or Assist, to an important degree. While most of those have been featured in RP already and can be explained here, it can be useful to do a quick fact checkup when using moves like Imprison, Mimic or Assist. | + | This strongly changes the utility, approachability and mechanics of some techniques that operate on the movepool as a target, like Mimic, Imprison or Assist, to an important degree. While most of those have been featured in RP already and can be explained here, it can be useful to do a quick fact checkup when using moves like Imprison, Mimic or Assist. Things like Taunt or Encore can also require a special treatment. |
− | As for what '''other moves''' can a mon learn, this is mostly TMs, HMs and Tutor Moves, as long as they fall within their available movepool. Mons are not limited by generational availability of the techniques, so it is possible, albeit extremely rare, for example, to have a G1 mon know a G1 or G2 TM, and it is perfectly fine for them to know tutor moves from different generations, although you could try to leave available something for them to learn in-story. You could have your Pokémon get an event move via an "event" in backstory or in story, a mon who was purified as part of their backstory, for example, would know a Purification Move. | + | As for what '''other moves''' can a mon learn, this is mostly TMs, HMs and Tutor Moves, as long as they fall within their available movepool. Mons are not limited by generational availability of the techniques, so it is possible, albeit extremely rare, for example, to have a G1 mon know a G1 or G2 TM, and it is perfectly fine for them to know tutor moves from different generations, although you could try to leave available something for them to learn in-story. You could have your Pokémon get an event move via an "event" in backstory or in story, a mon who was purified as part of their backstory, for example, would know a Purification Move (or rather, an available egg move). |
+ | |||
+ | For more information on what moves change their effects and mechanics in this adaption and how check '''[[Special Move Mechanics]]'''. | ||
== In the Battlefield == | == In the Battlefield == | ||
− | In a '''regulated / official battle''', mons by default can use '''up to four''' distinct moves. Which moves those four are dependent of course on what the particular mon has learned and is instructed to use. | + | In a '''regulated / official battle''', mons by default can use '''up to four''' distinct moves. Which moves those four are dependent of course on what the particular mon has learned and is instructed to use: the first four moves you use are the ones that go "in", no matter what your available movepool is, so choose well. |
− | === | + | === "Power Points" === |
− | + | By default there is no such thing as PP for moves in this RP. However, this does not in any way mean your Pokémon can just spam Earthquake to win. Mons as individual creatures still have a limited supply of elemental energy to use. | |
+ | |||
+ | In particular, it is expectable that the more the battle drags out, the more the Pokémon tire out, meaning their moves might not function at full power. Conversely, if your Pokémon has been saving his strength for that one Close Combat, it makes sense that it'd come out stronger than usual. | ||
+ | |||
+ | Moves like Disable, Spite and Grudge function specially in this regard. Spite ''imposes'' an artificial limit on PP, then substracts from it; the effect wears out with a stay at a Pokécenter, etc. Disable seals usage of a move temporarily, but not its strength. Grudge seals usage of a move until the target shakes off the effect (with a good rest, etc). | ||
+ | |||
+ | Items like Ethers can be used to eg.: restore "PP" when blocked artificially, or to overall restore a mon's strength (but not its health). | ||
− | + | === Buffing === | |
− | + | In terms of buffing, gradual buffing either by itself or chained is allowed but instant buffing (As in getting +6 of one stat in one turn) is not. Note that there are moves naturally exempt from this, such as Belly Drum, but remember they have a drawback. | |
=== Chaining === | === Chaining === | ||
Line 47: | Line 59: | ||
Moves of the '''“Status” category''' that have the user/caster change their own state (“status buffs”) can be '''chained''' onto an attack move. Thus Swords Dance or Bulk Up, but not Glare or Sand Attack, can be chained into Aerial Ace or Bone Rush, but not into Light Screen or Water Sport. Weather moves and healing moves are also unable to be chained in any fashion. | Moves of the '''“Status” category''' that have the user/caster change their own state (“status buffs”) can be '''chained''' onto an attack move. Thus Swords Dance or Bulk Up, but not Glare or Sand Attack, can be chained into Aerial Ace or Bone Rush, but not into Light Screen or Water Sport. Weather moves and healing moves are also unable to be chained in any fashion. | ||
− | === | + | As an exception to the rule, Protect '''can''' be chained onto an attack move. Because this nullifies the only practical drawback of Protect though, use this with moderation, and be more than willing to back down if called out on abusing this. |
+ | |||
+ | Since the question has been asked a lot: '''no''', Weather moves can not be chained from or into. They don't boost the caster's own state and they are not attack moves. | ||
+ | |||
+ | === Movement and Range === | ||
+ | |||
+ | (Sanctioned) Moves are not the only thing a Pokémon can do during battle. They are more or less free to move around the battlefield and even converse, depending on what the Rules of Drama and Funny dictate for the moment. More savvy mons can move around so as to use the terrain to their advantage. | ||
+ | |||
+ | Unless otherwise specified, it is "kinda safe" to assume a flying mon is flying. Similarly, unless otherwise specified, it is kinda safe to assume that in a partially underwater scenario a water mon is underwater. | ||
+ | |||
+ | Where available, Pokémon can use whatever items and objects they find in their vicinity to their advantage, as cover or as attacking items for example. Taking cover behind a rock, or tearing down a tree and Flinging it at the opponent, are things that can be done unless under tournament regulation. | ||
+ | |||
+ | === Geo Effects === | ||
+ | |||
+ | When using weather moves, weather abilities or entry hazards, care must be taken to make their portrayal sensible. Thus, these moves will likely differ somewhat from their in-game mechanics by necessity, such as the effects of weather alteration indoors. | ||
+ | |||
+ | The most egregious example is that there are ways beyond Rapid Spin to remove or otherwise palliate entry hazards: for example, it makes sense for a Surf or other AoE water-type move ''aimed at the battlefield'' to help wash out Toxic Spikes. | ||
− | + | Remember that if your opponent makes use of a move that changes the Geo Effects or otherwise alters the battle environment, such as say a Surf damping the entire arena, such effects should '''not''' be ignored. | |
== Special Mechanics == | == Special Mechanics == | ||
− | + | There are in this incarnation various moves, items and abilities subject to altered or special mechanics to make them work more sensibly than the usual game/manga/anime incarnation. Unless stated otherwise, moves here follow mechanics based on the '''Generation 5''' mechanics in terms of relative power, targeting and area of effect. Similarly with Abilities. Exceptions will be noted in the articles linked here. | |
− | + | Example of special mechanics to be considered during battle include but are not limited to: | |
− | * | + | * Canon moves that work differently than other canon incarnations. See [[Special Move Mechanics]]. |
* Moves imported from other canon sources, like the TCG <strike>and Thunder Armor</strike>. | * Moves imported from other canon sources, like the TCG <strike>and Thunder Armor</strike>. | ||
* Abilities imported from other canon sources, like the TCG. | * Abilities imported from other canon sources, like the TCG. | ||
* IQ Skills from the PMD series. | * IQ Skills from the PMD series. | ||
− | * Stuff we made up, like moves (usually homages to other works). | + | * Stuff we made up, like [[WAAPT-exclusive moves|exclusive moves]] (usually homages to other works). |
− | As a general non-rule-but-guideline for TCG and PMD imported stuff, we take into consideration the PEFE interpretation. Balance of such abilities and skills is also an important matter. | + | As a general non-rule-but-guideline for TCG and PMD imported stuff, we take into consideration the PEFE interpretation. Balance of such abilities and skills is also an important matter so these moves and abilities should be consulted about in Discussion before portaying their adaption. |
− | Other related stuff not necessarily tied to battle mechanics: | + | Other related stuff not necessarily tied to battle mechanics that you might want to keep an eye on: |
− | * [[:Category:Delta Pokémon|Delta Pokémon]] | + | * [[:Category:Delta Pokémon|Delta Pokémon]]. |
− | * [[Pokémon EX]] | + | * [[Pokémon EX]]. |
* Teleportation in WAAPT: see eg.: [[Shardportation]], [[Teleportation]]. | * Teleportation in WAAPT: see eg.: [[Shardportation]], [[Teleportation]]. | ||
Revision as of 21:07, 24 August 2013
Details on battle mechanics in WAAPT.
Contents
Battle System
The battle system is different than that of the games and in some ways closer to the anime. A not-exactly-turn based battle model is followed in official competition, whereas outside of competition there is a wide assortment of battle styles and regulations that can be followed, ranging from "almost turn based" (for demonstrations, for example) to "fight for your life!".
A trainer in battle issues order to their Pokémon to attack or hurt another one, and the Pokémon tries to comply with the order. In the general case, unless otherwise agreed upon previously, it is the target of the attack who choses whether they will be hit and how. Of course, you are not going to always be able to evade hits, and what you can and can not do to attack, defend or evade is subject to some level of common sense. Check the relevant section of Every's Introduction Essay.
Also take into consideration that just because you teach your Pokémon Hyper Beam and Giga Impact, he will not just one-shot another player-controlled Pokémon in one hit, in particular if it is an already experienced Pokémon. There is a difference between saying "I know Kung Fu" , fighting using Kung Fu, and knowing Kung Fu. Have your Pokémon get some character development by actually sparring, practising moves, etc. On the other hand, silly Pidgeys and com mons are kinda fair game and they are good targets for practising moves and strategies.
The entire gamut of battle formats are available to players and characters in the RP, including Triple and Rotation battles. Alternatively, where agreed upon, custom battle styles like tag doubles could be used.
Quick rundown:
- 1-on-1: each side has one Pokémon in the field at a time. Just like the standard in the games.
- 2-on-2 ("doubles"): each side has two Pokémon in the field at a time.
- 3-on-3 ("triples"): each side has three Pokémon in the field at a time.
- Tag Battle: each side has up to two Trainers, who send enough Pokémon each to make two on each side of the battlefield (eg.: the tag Lance battle in HG/SS).
Note that this is different from the battle mode, as in how many Pokémon to use and under what conditions (Clauses). For example, two Full Teams (6 v/s 6) can battle using any of the first three standard modes mentioned above, but as well can do a Trainer with 3 mons against a Trainer with 5 mons.
Interplayer Battles
Most of the rules and guidelines exposed here serve as a de-facto standard for WAAPT interplayer battles, unless the plot mandates otherwise (see for example the Conquest Arc). However, if you want to have a battle under a special set of rules, you can still do so provided you and the other player involved reach a provable agreement (this meaning something other players can consult, such as Discussion or the chatroom).
Movepool
Unlike in the main games, Pokémon in WAAPT can eventually learn any move within their movepool and current level (if you’re using it). Of course, wild mons are mostly limited to natural movepool, that is: by level and one/two moves by breeding.
This strongly changes the utility, approachability and mechanics of some techniques that operate on the movepool as a target, like Mimic, Imprison or Assist, to an important degree. While most of those have been featured in RP already and can be explained here, it can be useful to do a quick fact checkup when using moves like Imprison, Mimic or Assist. Things like Taunt or Encore can also require a special treatment.
As for what other moves can a mon learn, this is mostly TMs, HMs and Tutor Moves, as long as they fall within their available movepool. Mons are not limited by generational availability of the techniques, so it is possible, albeit extremely rare, for example, to have a G1 mon know a G1 or G2 TM, and it is perfectly fine for them to know tutor moves from different generations, although you could try to leave available something for them to learn in-story. You could have your Pokémon get an event move via an "event" in backstory or in story, a mon who was purified as part of their backstory, for example, would know a Purification Move (or rather, an available egg move).
For more information on what moves change their effects and mechanics in this adaption and how check Special Move Mechanics.
In the Battlefield
In a regulated / official battle, mons by default can use up to four distinct moves. Which moves those four are dependent of course on what the particular mon has learned and is instructed to use: the first four moves you use are the ones that go "in", no matter what your available movepool is, so choose well.
"Power Points"
By default there is no such thing as PP for moves in this RP. However, this does not in any way mean your Pokémon can just spam Earthquake to win. Mons as individual creatures still have a limited supply of elemental energy to use.
In particular, it is expectable that the more the battle drags out, the more the Pokémon tire out, meaning their moves might not function at full power. Conversely, if your Pokémon has been saving his strength for that one Close Combat, it makes sense that it'd come out stronger than usual.
Moves like Disable, Spite and Grudge function specially in this regard. Spite imposes an artificial limit on PP, then substracts from it; the effect wears out with a stay at a Pokécenter, etc. Disable seals usage of a move temporarily, but not its strength. Grudge seals usage of a move until the target shakes off the effect (with a good rest, etc).
Items like Ethers can be used to eg.: restore "PP" when blocked artificially, or to overall restore a mon's strength (but not its health).
Buffing
In terms of buffing, gradual buffing either by itself or chained is allowed but instant buffing (As in getting +6 of one stat in one turn) is not. Note that there are moves naturally exempt from this, such as Belly Drum, but remember they have a drawback.
Chaining
One particular feature of WAAPT battle mechanics is chaining, which works in a similar way as it does in eg.: fighting games.
Moves of the “Status” category that have the user/caster change their own state (“status buffs”) can be chained onto an attack move. Thus Swords Dance or Bulk Up, but not Glare or Sand Attack, can be chained into Aerial Ace or Bone Rush, but not into Light Screen or Water Sport. Weather moves and healing moves are also unable to be chained in any fashion.
As an exception to the rule, Protect can be chained onto an attack move. Because this nullifies the only practical drawback of Protect though, use this with moderation, and be more than willing to back down if called out on abusing this.
Since the question has been asked a lot: no, Weather moves can not be chained from or into. They don't boost the caster's own state and they are not attack moves.
Movement and Range
(Sanctioned) Moves are not the only thing a Pokémon can do during battle. They are more or less free to move around the battlefield and even converse, depending on what the Rules of Drama and Funny dictate for the moment. More savvy mons can move around so as to use the terrain to their advantage.
Unless otherwise specified, it is "kinda safe" to assume a flying mon is flying. Similarly, unless otherwise specified, it is kinda safe to assume that in a partially underwater scenario a water mon is underwater.
Where available, Pokémon can use whatever items and objects they find in their vicinity to their advantage, as cover or as attacking items for example. Taking cover behind a rock, or tearing down a tree and Flinging it at the opponent, are things that can be done unless under tournament regulation.
Geo Effects
When using weather moves, weather abilities or entry hazards, care must be taken to make their portrayal sensible. Thus, these moves will likely differ somewhat from their in-game mechanics by necessity, such as the effects of weather alteration indoors.
The most egregious example is that there are ways beyond Rapid Spin to remove or otherwise palliate entry hazards: for example, it makes sense for a Surf or other AoE water-type move aimed at the battlefield to help wash out Toxic Spikes.
Remember that if your opponent makes use of a move that changes the Geo Effects or otherwise alters the battle environment, such as say a Surf damping the entire arena, such effects should not be ignored.
Special Mechanics
There are in this incarnation various moves, items and abilities subject to altered or special mechanics to make them work more sensibly than the usual game/manga/anime incarnation. Unless stated otherwise, moves here follow mechanics based on the Generation 5 mechanics in terms of relative power, targeting and area of effect. Similarly with Abilities. Exceptions will be noted in the articles linked here.
Example of special mechanics to be considered during battle include but are not limited to:
- Canon moves that work differently than other canon incarnations. See Special Move Mechanics.
- Moves imported from other canon sources, like the TCG
and Thunder Armor. - Abilities imported from other canon sources, like the TCG.
- IQ Skills from the PMD series.
- Stuff we made up, like exclusive moves (usually homages to other works).
As a general non-rule-but-guideline for TCG and PMD imported stuff, we take into consideration the PEFE interpretation. Balance of such abilities and skills is also an important matter so these moves and abilities should be consulted about in Discussion before portaying their adaption.
Other related stuff not necessarily tied to battle mechanics that you might want to keep an eye on:
- Delta Pokémon.
- Pokémon EX.
- Teleportation in WAAPT: see eg.: Shardportation, Teleportation.