Linear dice curves very extreme, more like. We'd have the same odds of consistently rolling 65+ on a d100.
Yeaaaaah but, +(STAT) to a roll on a D20 feels much more forgiving then the original +(STAT) on a D100, y'know? That said I'm famously bad at maths so I'm not sure if that truly works out.
A Mimikyu would be nice tho. At least we could possibly get a pokemon who could possibly hit back super effectively.
Mimikyu is a good suggestion, Dark type is only 1x on it and like you said Fairy hit Dark hard. Play Rough my beloved.
Not sure how rare a Mimikyu in Paldea is though.
 
Yeaaaaah but, +(STAT) to a roll on a D20 feels much more forgiving then the original +(STAT) on a D100, y'know? That said I'm famously bad at maths so I'm not sure if that truly works out.
I mean it is, in the sense that each point of STAT is now worth +5% odds instead of +1% odds, but because we're rolling so high, it wouldn't matter in a world where we were rolling equivalently well (our d20 result times 5 on a d100), unless Arvis set the DC stupidly high.
 
Meowth or litleo, a mangy eevee, or tandemaus (good item scout possibly) all could be possibilities. If there's an abandoned garden or something smoliv, dunsparce, or bug types might be around.
 
Yea, most of the rolls we've passed we've had 60%ish odds on success on. We should pass most of them. Instead, we're passing all of them. That's just the dice for you, sometimes you randomly roll high 5 times in a row, sometimes you roll low 5 times in a row.

On pokemon, not expecting anything fancy for sitting round in a Dilapidated Apartment. Some common poison types or normal types, maybe another ghost (I'd reject a Ghastly if offered, not worth the hassle as pokemon).
 
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I mean it is, in the sense that each point of STAT is now worth +5% odds instead of +1% odds, but because we're rolling so high, it wouldn't matter in a world where we were rolling equivalently well (our d20 result times 5 on a d100), unless Arvis set the DC stupidly high.

Eh, it would. That DC 20 would have failed because we'd have rolled a 75 + 11 on a DC 100. The equivalent bonus to what we're getting on the d20s would be a +55.
 
I'm guessing some abandoned object ghosts and artificial steels.

Steel being the most broken type, that'd be a great pickup.

But we could also be a ghost trainer. The games have no mechanic to favour specialization but it's very clear from other trainers in universe that the benefits must be real, since that's what most gym trainers build their success around. I expect you get a lot more transferable tricks between your pokemon that way than if you go for full coverage.
 
Most high end Trainers in setting are dual type specialists, a decent number are pure type specialists and generalists outside of protags are pretty rare.

Got done with the High End 6v6 Match with the Battle Sim so I'm gonna post how Major Battle mechanics will work in a post soon.
 
Major Battle System 1.2
Major Battles Explanation:
Badge LevelBase HP
0-Badge Level150
1-Badge250
2-Badge400
3-Badge500
4-Badge600
5-Badge700
6-Badge800
7-Badge900
8-Badge1000
Conference Groups1200
Conference Finalist1250
Elite Four1500
Champion1750
HP per Pokemon Species depending on their traits and abilities. Expect Pokemon like Snorlax and Shuckle to have more HP than their peers and such.

Damage DiceSimpleAdvancedComplexFiendish
Move ExpertiseWater GunWater PulseSurfHydro Pump
Beginner1d1001d100+502d100+503d100+50
Intermediate1d75+251d75+752d100+753d100+100
Skilled1d50+501d50+1002d100+1004d100+100
Mastered1d50+751d100+1003d100+1004d100+150
Here's how Damage Dice per Move is typically handled. Secondary Effects are on a move per move basis.

Multiplier
Supereffective1.5
Hypereffective2
Not Very0.75
Resistant0.5
Barely0.25
Most Type Immunities with the exception of Ground vs flying have been slightly nerfed. Dragon and Psychic do x0.25 to Fairy and Dark now respectively. Similar immunities are in the Barely category. The multiplier is to the Damage dice.

Initiative and Effect Dice are a 1d20 and a 1d20+SKLL respectively. During Effect phase 50% of the difference between the two combatants Initiative Dice is added to the Effect roll of the one with Higher Initiative.

Same Type Attack Bonus gives a x1.25 Bonus and Critical Hits have been locked to moves that have high crit ratio in the Pokemon games. Critical Hits give a x1.5 Bonus.

Terastalizing onto a Type your Pokemon already has and using a STAB move will give x1.4 Bonus

Effect Diff (z=x-y)
z=0 or 1N/A
z=2 or 3x1.025
z=4 or 5x1.05
z=6 or 7x1.075
z>=8x1.10
Effect Roll Difference is the Difference between the Effect Rolls of the Two Combatants.

Secondary Effects Activate at an Effect Roll of 20 or higher. This includes the bonus from Trainer SKLL. Secondary Effect DC increases per Move Complexity
Terrain and Weather
1 Stackx1.05
2 Stackx1.10
3 Stackx1.15
4 Stackx1.20 & Weather/Terrain Bonus Activates
5 Stackx1.25 & Weather/Terrain Bonus Activates
6 Stackx1.30 & Weather/Terrain Bonus Activates

Current Weather Bonuses
SandstormAll Damage to Rock and Ground Reduced by x0.50
HailPlus 5 to Effect and Initiative Rolls of Ice and Ghost Types. Do 10% Damage per Turn to non Ice or Ghost Types
RainSecondary Effects of Water and Electric Types will Always Activate
SunlightDamage Dealt by Fire and Grass Types Increase by x1.5
MoonlightSecondary Effects of Fairy and Dark Types will Always Activate

Current Terrain Bonuses
Grassy TerrainSecondary Effects of Grass and Bug Types will Always Activate
Electric TerrainInitiative Rolls of Non-Electrics are Halfed
Misty TerrainFairy Type Moves do x1.25 more damage. All Pokemon Immue to Status Ailments
Psychic TerrainSecondary Effects of Non-Psychics or Non-Darks will never activate
Burning TerrainAll Non-Fire Types take 15% Damage per Turn. Increases per Stack to a max of 25%.
Rocky TerrainSecondary Effects of Rock and Ground Types will Always Activate
Flooded Terrain+5 to Initiative and Effect Rolls of Water Types. -5 to Initiative and Effect Rolls of Non-Water Types.
Weather and Terrain are separate which means you can save have both Sunlight and Burning Terrain on at the same time. A Weather Stack goes away with every turn if their isn't a Pokemon on the field that has a Weather Move to keep it up either actively or passively. Weather or Terrain Stack can be combated by your own weather (ie. A 3 Stack of Rain can be reduced to a 2 Stack of a Pokemon that can use Hail is sent out.)

Differences in Badge Level between two Pokemon fighting lowers pr increases Damage dealt and received. This becomes more pronounced on the higher ends of Pokemon Strength.

Mechanics and Numbers are subject to change.

Status Ailments
PoisonedTake 10% Poison Damage Every Turn. Cannot be inflicted on Poison or Steel Types
Badly PoisonedTake 5% Poison Damage Every Turn. Increases by 5% every turn. Cannot be inflicted on Poison or Steel Types
BurnedTake 5% Burn Damage Every Turn. Cannot be inflicted on Fire Types. Physical Moves do 25% less damage
FrostbittenTake 5% Freeze Damage Every Turn. Cannot be inflicted on Ice Types. Special Moves do 25% less damage
Paralyzed-10 to Initiative Rolls. Initiative Rolls of 5 below means Pokemon does not move that Turn
Confused-10 to Effect Rolls. Take more 25% damage from Psychic Type Moves
Infatuated-5 to both Initiative and Effect Rolls. Take 25% more damage from attacks
BerserkCannot use Status Moves. Ignores commands. Will go for the most damaging move in moveset. Do and take 25% more damage
CursedTake 15% Curse Damage every Turn. Wears off at Switch
SleepCannot Act. Take 25% more Damage
LeechedTake 10% Leech Damage Every Turn. Cannot be inflicted on Grass Types. Leached Damage received heals opponent
A list of all Status Conditions. A Pokemon can be afflicted with multiple conditions at the same time. Though causing a status condition in a Pokemon that already has one is harder.

Added Tera STAB Bonus, for when you Terastalize onto your own Type
Reworked Secondary Effect Damage Modifiers
Adjusted Base HP Values
Reworked Weather and Terrain Damage Modifiers
Added Status Conditions
 
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Getting a move to skilled level seems pretty good. Going from a minimum of 1 to a minimum of 51 (on a hit) for like 2-3 training actions at the lowest tier seems solid if we can continue the good move xp actions.
 
Here's how Damage Dice per Move is typically handled. Secondary Effects are on a move per move basis.
Are there any mechanics like that a weaker move is much more spammable that a strong move, so (for example) you won't tire yourself out trying a bunch of times to hit an evasive opponent?
Most Type Immunities with the exception of Ground vs flying have been slightly nerfed. Dragon and Psychic do x0.25 to Fairy and Dark now respectively. Similar immunities are in the Barely category. The multiplier is to the Damage dice.
What about Abilities that grant a type immunity (besides the obvious Levitate and Water/Volt Absorb), such as Sap Sipper and Motor Drive? Do those still grant an immunity or have they also been changed to 0.25x?
Same Type Attack Bonus gives a x1.25 Bonus and Critical Hits have been locked to moves that have high crit ratio in the Pokemon games. Critical Hits give a x1.5 Bonus
Is there a mechanic for 'reality ensues' type crits, such as if you hit someone while they're charging up a big attack and cause it to misfire and make them suffer backlash?
Plus 5 to Effect and Initiative Rolls of Ice and Ghost Types. Do 10% Damage per Turn to non Ice or Ghost Types
Does Hail damage get temporarily negated in cases where hail shouldn't really be able to hit them, like a mon being underground because its using Dig?
 
Are there any mechanics like that a weaker move is much more spammable that a strong move, so (for example) you won't tire yourself out trying a bunch of times to hit an evasive opponent?

What about Abilities that grant a type immunity (besides the obvious Levitate and Water/Volt Absorb), such as Sap Sipper and Motor Drive? Do those still grant an immunity or have they also been changed to 0.25x?

Is there a mechanic for 'reality ensues' type crits, such as if you hit someone while they're charging up a big attack and cause it to misfire and make them suffer backlash?

Does Hail damage get temporarily negated in cases where hail shouldn't really be able to hit them, like a mon being underground because its using Dig?
1. Will only really be relevant in the Mid Level Strengths. An example is a Raichu using Thunderbolt over Thunder, with the latter only being able to be used thrice by Raichu at their current strength before tiring out.
2. Yes, Abilities grant full immunities.
3. Is kind of covered by Effect rolls. It's where I plan to get leeway while writing battles.
4. Yes
 
Would status affect certain abilities? Would sleep powder stop levitate because they would be on the ground asleep?
 
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