Battle Mechanics

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Details on battle mechanics in WAAPT.

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 agreeded 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.

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.


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.

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.

In the Battlefield

In a regulated / official battle, mons by default can use up to four distinct moves. Which moves those four are depend of course on what the particular mon has learned and is instructed to use.

Movement and Geo Effects

(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. Also, if an attack alters the battlefield (such as Toxic Spikes, or say a Surf damping the entire arena), such effects should not be ignored.

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.

Special Mechanics

The section “Special Mechanics” (in the works) describes moves that work in different ways than the manga/anime, as well as original moves. Unless stated otherwise, all moves follow mechanics based on the Generation 5 mechanics in terms of relative power, targeting and area of effect.

Examples of special mechanics (to be documented?) include:

  • Moves that work differently than the manga / anime, such as WAAPT!Safeguard.
  • 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 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.

Other related stuff not necessarily tied to battle mechanics: