Post by Jimjams on Oct 16, 2012 6:05:58 GMT -5
You encounter something! first, roll your Initiative. That'll be 1 d100+(Init mod). Under normal circumstances that's the same as your Speed mod but other things can add to it as well. Whoever rolls highest goes first in the battle and so forth.
You can make a move action before you attack. That's a fancy way of saying you can walk/run before attacking to get a better shot at a target. The distance you can cover in one turn is equal to your current Speed, in feet. BUT, you can only make a move action on your turn; using a priority attack to act out-of-turn only lets you use that attack.
Attacking. Target a Poke with a move (the attack list roughly describes the ranges and areas of effect for moves; range is generally how far it reaches before taking effect and area of effect is how much ground it covers after, or while, it gets there). Watch out for your friends when attacking. Beam, wave, radial attacks can easily get allies caught in the attack and they'll take damage too (friendly fire damage can be halved with a reflex save).
Attack Roll
All attacks will be preceded with a universal d100 that determines hits and misses, critical hits, and added effects, which stack on their ends of the roll; chances of positive effects closer to 100, negative ones closer to 1. To put it visually, let's look at a Seismitoad using Rock Smash against a Cacturne under the effect of Sandstorm.
The chance to miss (20%) is because of the Cacturne's Sand Veil. To reduce Defense (50%) is part of Rock Smash. To poison (30%), because of the Seismitoad's Poison Touch. For many attacks nothing like this will be relevant, with 100% accuracy and no added effects, but the crit chance (6%) is always there, and can be increased.
So this means, if this were happening and the Seismitoad's player rolled a 20 or lower, it'd be a miss. 21-50, a normal hit. 51-70, it would hit reduce the Cacturne's defense. 71-94, it would hit, reduce the Cacturne's defense and poison it. 95 or higher, a critical hit that poisons and reduces the Cacturne's defense.
Damage Roll
[will post later on]
Type advantages (This is important, it's not exactly the same as in the video games): 1.5x for super effective, 2x for doubly super effective, .5x for not very effective, .25x for doubly not very effective, 0x for ineffective. Apply 1.2x for Same-Type-Attack-Bonus; that is, when you and your attack are the same type. Always round damage down.
Defending against attacks that call for Reflex, Will and Fortitude saves are as follows
Reflex: 1 d100+ref save, must beat assailant's current Speed
Fort: 1 d100+fort save, must beat assailant's current Attack
Will: 1 d100+will save, must beat assailant's current SpAtk
If you pass a save, GUESS WHAT, NOTHING HAPPENS TO YA, AREN'TCHU LUCKY
Moves with priority have you perform them out-of-turn--a +1 priority move lets you use it before the combatant whose turn is before yours. A -3 priority move makes you wait three more turns to use it. These most often don't transcend rounds. If priority would put you past the beginning or end of a round, you just move first or last, respectively.
You can make a move action before you attack. That's a fancy way of saying you can walk/run before attacking to get a better shot at a target. The distance you can cover in one turn is equal to your current Speed, in feet. BUT, you can only make a move action on your turn; using a priority attack to act out-of-turn only lets you use that attack.
Attacking. Target a Poke with a move (the attack list roughly describes the ranges and areas of effect for moves; range is generally how far it reaches before taking effect and area of effect is how much ground it covers after, or while, it gets there). Watch out for your friends when attacking. Beam, wave, radial attacks can easily get allies caught in the attack and they'll take damage too (friendly fire damage can be halved with a reflex save).
Attack Roll
All attacks will be preceded with a universal d100 that determines hits and misses, critical hits, and added effects, which stack on their ends of the roll; chances of positive effects closer to 100, negative ones closer to 1. To put it visually, let's look at a Seismitoad using Rock Smash against a Cacturne under the effect of Sandstorm.
The chance to miss (20%) is because of the Cacturne's Sand Veil. To reduce Defense (50%) is part of Rock Smash. To poison (30%), because of the Seismitoad's Poison Touch. For many attacks nothing like this will be relevant, with 100% accuracy and no added effects, but the crit chance (6%) is always there, and can be increased.
So this means, if this were happening and the Seismitoad's player rolled a 20 or lower, it'd be a miss. 21-50, a normal hit. 51-70, it would hit reduce the Cacturne's defense. 71-94, it would hit, reduce the Cacturne's defense and poison it. 95 or higher, a critical hit that poisons and reduces the Cacturne's defense.
Damage Roll
[will post later on]
Type advantages (This is important, it's not exactly the same as in the video games): 1.5x for super effective, 2x for doubly super effective, .5x for not very effective, .25x for doubly not very effective, 0x for ineffective. Apply 1.2x for Same-Type-Attack-Bonus; that is, when you and your attack are the same type. Always round damage down.
Defending against attacks that call for Reflex, Will and Fortitude saves are as follows
Reflex: 1 d100+ref save, must beat assailant's current Speed
Fort: 1 d100+fort save, must beat assailant's current Attack
Will: 1 d100+will save, must beat assailant's current SpAtk
If you pass a save, GUESS WHAT, NOTHING HAPPENS TO YA, AREN'TCHU LUCKY
Moves with priority have you perform them out-of-turn--a +1 priority move lets you use it before the combatant whose turn is before yours. A -3 priority move makes you wait three more turns to use it. These most often don't transcend rounds. If priority would put you past the beginning or end of a round, you just move first or last, respectively.