Battles are fought in RP style, however to prevent any form of God-Mode, there are some rules.
Basic Attacks
1. With every attack, roll 10 10-sided dice.
2. Rolling an even number is a successful attack.
3. Rolling an odd number is a failed attack.
4. Rolling a 42, 44, 46, or 48 is a critical hit.
5. Attacks like Hi Jump Kick and Jump Kick carrying the same effects as the games (i.e. if you miss, your Pokemon takes damage).
6. Attacks like Solar Beam and Sky Attack take a turn to charge and still require a rolling of the dice to determine if they hit.
7. Swift, Faint Attack, Aqua Jet, and similar no-miss attacks will always hit, but dice must still be worn (to determine if the hit is critical).
8. Hyper Beam and other attacks that require your Pokemon to recharge leave your Pokemon defenseless, therefore your opponent gets an auto-hit (dice must be rolled to determine if the hit is critical).
9. One-hit KOs are NOT permitted in any battle. Fissure, Guillotine, Sheer Cold and others are banned.
Status Effects
1. Same basic rules apply when trying to fix a status ailment on your opponent (even # is success, odd # is failed).
2. All status effects wear off after three turns.
3. Remember, paralyzed Pokemon move slowly and are more likely to be hit by an attack.
4. Poisioned Pokemon suffer damage as well as being slowed down.
5. Sleeping Pokemon are completely defenseless unless able to use Sleep Talk to defend.
6. If your Pokemon is confused while attacking, rolling anything from 1-35 is a failed attack that results in your Pokemon attacking itself.
Double Battles
The same basic rules apply to Double Battles as to regular battles, with one exception. When you roll the dice, pay attention to both digits in the number.
The first digit (if you roll 100, the digits are 10 and 0) determines the success of your first Pokemon's attack. The second determines your second Pokemon's attack.
Example:
I roll a 32.
My first Pokemon's attack misses since 3 (the first digit of 32) is an odd number.
However, my second Pokemon's attack hits since 2 (second digit of 32) is an even number.
Additional rules will be added as issues come up.
Any disputes about battles requires a Moderator to review and pass judgement as the "referee". PM a Mod with the location of the thread the disputed battle is in for review.
Basic Attacks
1. With every attack, roll 10 10-sided dice.
2. Rolling an even number is a successful attack.
3. Rolling an odd number is a failed attack.
4. Rolling a 42, 44, 46, or 48 is a critical hit.
5. Attacks like Hi Jump Kick and Jump Kick carrying the same effects as the games (i.e. if you miss, your Pokemon takes damage).
6. Attacks like Solar Beam and Sky Attack take a turn to charge and still require a rolling of the dice to determine if they hit.
7. Swift, Faint Attack, Aqua Jet, and similar no-miss attacks will always hit, but dice must still be worn (to determine if the hit is critical).
8. Hyper Beam and other attacks that require your Pokemon to recharge leave your Pokemon defenseless, therefore your opponent gets an auto-hit (dice must be rolled to determine if the hit is critical).
9. One-hit KOs are NOT permitted in any battle. Fissure, Guillotine, Sheer Cold and others are banned.
Status Effects
1. Same basic rules apply when trying to fix a status ailment on your opponent (even # is success, odd # is failed).
2. All status effects wear off after three turns.
3. Remember, paralyzed Pokemon move slowly and are more likely to be hit by an attack.
4. Poisioned Pokemon suffer damage as well as being slowed down.
5. Sleeping Pokemon are completely defenseless unless able to use Sleep Talk to defend.
6. If your Pokemon is confused while attacking, rolling anything from 1-35 is a failed attack that results in your Pokemon attacking itself.
Double Battles
The same basic rules apply to Double Battles as to regular battles, with one exception. When you roll the dice, pay attention to both digits in the number.
The first digit (if you roll 100, the digits are 10 and 0) determines the success of your first Pokemon's attack. The second determines your second Pokemon's attack.
Example:
I roll a 32.
My first Pokemon's attack misses since 3 (the first digit of 32) is an odd number.
However, my second Pokemon's attack hits since 2 (second digit of 32) is an even number.
Additional rules will be added as issues come up.
Any disputes about battles requires a Moderator to review and pass judgement as the "referee". PM a Mod with the location of the thread the disputed battle is in for review.
