waifu
චᆽච
OOC
There's still some time for the RP to begin, but it'd be nice to have a discussion going. How many moves should a player be able to do?
The interest thread!
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I would even go as far as to opt for 10 since thats normally the amount of spells you can quickly use in mmos (i.e 0-9)waifu said:Ah! Both of you have good points. How about six moves? I feel like that's fair since we don't have a team of pokemon to fight for us anymore.
I would like for PP is still a thing! It would be too easy otherwise.
That's a great idea, but honestly, I want to keep the battling simple. I'm trying to just focus on the story line. I wanted us to use our imagination and take liberties when writing those kind of scenes. I don't want them to be really dragged on for pages.FancyKiddo said:Six sounds decent, as long as the world isn't going to be full of small trees to cut and waves that one must surf across Swim floaties for everyone!
I've been designing a realtime Pokemon combat system, and as for PP, I'd suggest a mana/energy system, instead.
How it would work:
Combat is resolved out of character, first. Each character starts the fight at full energy (this can be around 5 or something, based on character)
Players receive energy in an alternating pattern: one character describes his actions in order, giving his enemy time to decide whether or not she wants to use a move to block, counter, parry, or interrupt him. Once he has used as many of his energy as he wishes to (holding any in reserve to use on her turn, or to save for a more expensive spell next turn), it becomes her turn. Since her turn has started, she gets some number of energy this turn (maybe 2), and then the pattern has started again from where we had it before.
For instance:
Charizard vs Eevee
Charizard get initiative. He starts with his max energy of 6, and generates 2. Sadly, he's already at his cap, so those two go away.
He decides to use Flamethrower, a channeled ability that uses 4 energy and deals some amount of damage right away, followed by a lot of damage if it's not interrupted before his turn ends.
Eevee, who starts with her max energy of 5, decides that she does not want to take that extra damage from flamethrower, so says that she's going to use Tackle to interrupt the attack.
Charizard is now down to 2 energy, and decides to declare his turn over, since he wants some extra in order to dodge during Eevee's turn.
Eevee's turn rolls around. She starts with 4 energy (1 was used on Tackle earlier), and generates 2 energy per turn. She returns to her cap of 5.
Eevee decides to use some attack, etc. etc.
Then, they each work on a dramatized IC post about how the whole battle went.
Azuria said:I would even go as far as to opt for 10 since thats normally the amount of spells you can quickly use in mmos (i.e 0-9)
Hmm, I'll think some more about this.Turnip said:I agree on keeping PP, it'll keep to the Pokemon theme and make the fights fairer. Wouldn't want anyone spamming Protect or anything like that. And I think 6 would be good enough for our purposes.
Oh, you're fine. I really appreciate your suggestion!FancyKiddo said:I was only addressing the issue because you asked about it first, so I figured that it is setting up to be a big part of the RP!
Onto a different subject, then; when you say Gijinka, do you mean that our people will be human characters running around in Pokemon costumes in the game world? Or are things going to be closer to the Pokemon side of things than that?
Sure.Azuria said:a battle thread is a good idea so fights can be a little more dragged out and interesting without swamping the main rp thread with posts 90% of the other rpers wont care about.