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| Alternian Battle System | ||||
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| Topic Started: Apr 15 2014, 08:23 AM (176 Views) | ||||
| viperk1 | Apr 15 2014, 08:23 AM Post #1 | |||
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Alternian Battle System [table-class=fixed-table-layout]
The core feature of the world of Pokémon has always been the concept of battling. Alternia is no exception to this, for battling is still one of if not the greatest pastime of all trainers. However, there are a few things that Alternia's Battle System does not share in common with the battle system designed for the games themselves. Within this post we will go over the key differences in the battle systems as well as point you in the right direction to other topics to help you with your battling experience. If you need any reference for Health and Energy, Attack Descriptions, or Status Ailments please refer to the links provided above for assistance. And remember! -- You can always ask a staff member for assistance if you ever have any questions! We are here to help!
Part I: Stats The battle system of Alternia is somewhat simplified compared with normal battle mechanics, as only HP and Energy are recorded as base stats for all Pokémon in Alternia. Other stats within the Pokémon world (Attack, Defense, Special Attack, Special Defense, Speed, Evasion and Accuracy), whilst having no base totals in Alternia, can be modified through the use of status moves such as Growl and Leer (which reduce Attack and Defense by 1 respectively). These stats have a maximum modifier of +6and a minimum modifier of -6. Once a stat reaches this limit, the stat cannot be increased or decreased past this limit. Given the lack of base stats, natures have no battle usage in Alternia - though you are welcome to state a nature for the purpose of characterisation. [anchor=system_part2] Part II: Abilities Another difference in Alternia relates to the abilities Pokémon are naturally born with. Whilst most Pokémon are normally born with one ability, those found in the Alternia region are born with both of their natural abilities (if applicable). This can provide serious benefits or drawbacks depending on the Pokémon. If, however, a Pokémon is located within a Dream Ball, all natural abilities are overridden by the Pokémon's special Dream World ability. For example, an Alternian Bronzor is normally born with both Levitate and Heatproof abilities. However, a Bronzor within a Dream Ball only has the ability Heavy Metal. [anchor=system_part3] Part III: Movement Usage The common mechanic in regular battles is that Pokémon are allowed to perform one move per turn. In Alternia, however, Pokémon are allowed to perform up to two moves per turn, a unique feature that grants far more fluidity and strategy to battles. Additionally, a Pokémon is permitted to perform three moves in a single turn (a three move turn) once per battle. Once the three move turn has been used by a Pokémon, however, it cannot be used again by the same Pokémon unless a completely new battle is initiated (for instance, if a Pokémon is withdrawn from a battle then brought back out into the same battle later, it cannot use the three move turn if it had been used previously). If a new Pokémon is introduced into the battle, it is permitted to perform a three move turn during that battle. Please note that switching a Pokémon whilst in battle uses up one movement. Attacks that require multiple movements (that are not multi-hit attacks like Fury Swipes) can be used in one turn this way rather than having to wait an entire turn. For example, a Venusaur should be able to both charge and fire a Solar Beam within one turn and be ready to attack again next time around. This applies to moves that also have a recharge time as well, such as Hyper Beam. However, such moves cannot force a three move turn to occur - for example, if your Venusaur has used Razor Leaf and followed it with Solar Beam, the actual projectile from Solar Beam will be released as the first attack in the next turn. The opposite applies with moves that require a recharge. If you use Hyper Beam as your second move, the recharge state will occur during your next turn. The same applies for moves such as Outrage and Uproar, where the attack repeats for multiple movements. If such a move requires three movements, the three move turn will not be used, and the final hit will occur in the next turn. [anchor=system_part4] Part IV: Using Items As per normal Pokémon battle mechanics, items require the use of a movement whilst in battle. However, since Alternia allows two movements per turn, the opportunity is available to use an item and attack within the same turn. Additionally, it is permitted to use up a three move turn by using an item followed by your Pokémon performing two attacks - three move turns are not solely limited to using three attacks. Using items can relate to using anything from a Potion to a Burn Heal, or maybe even just throwing a PokéBall at a wild Pokémon. [anchor=system_part5] Part V: Ref Involvement In Alternia, godmodding is prohibited, meaning that active involvement of a referee (ref) within journeys - especially when dealing with battles. The purpose of the ref in your battle is to inform you whether or not your plans of action worked and your moves landed successfully, as well as provide the opposing Trainer (or Pokémon’s) counter attack and whether or not that attack was successful as well. The ref will also provide the player with the amount of damage that was done to all Pokémon, the Pokémon’s gender, their maximum and current health and energy levels, and any status ailments or buffs. The amount of detail that is put into the ref is dependent on the moderator’s style. Keep in mind that you can only loosely control your Pokémon’s movements - anything that could possibly provide an advantage in battle must be determined whether or not it worked through the ref. Edited by Crosse, Jun 5 2014, 02:34 PM.
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