|||||||||||To see if an attack hits:
if 100% accuracy, roll a 100 sided die.
The opposing pokemon will try to dodge, and so a 100 sided die will be rolled for the opposing pokemon as well.
If the player's number is less than the opposing pokemon, then the opposing pokemon dodged sucessfully.
If less than 100% accuracy, say for example, 90% accuracy,
roll 100 sided die.
If player gets a number between 1-10, then they automatically miss.
Any number above 10 must be compared to the opponent dodge roll.
If the pokemon's fast, they'll get a +5 added to their rolled number.
If the pokemon's slow, they'll get a -5 added to their rolled number. These numbers may change based on the pokemon.
The same buffs will exist for accuracy, evasion, etc. Buffs can be stacked and affect dice roll outcomes. The same exists for debuffs.
||||||||| We can also do quick battles, where we do a dice roll for each pokemon. Ex, 2 v 2 means 2 dice rolls, one for each round/battle.
Above 50 means a win.
Below 50 means a loss.
This is a template for the quick battle. So it's more about quickly determining the winner/loser and having the player write it how they see fit instead of having to roll for every turn in a battle.
OR
Player can write out their strategy depending on the pokemon presented, GM can weigh it against dice rolls/ common sense, and then things will proceed from there.
Not every battle can be determined by a quick battle! But many can.
Etc.
Will do these rules based on either side! Myself as a GM or the player. Will come up with more dice rolling mechanics as the RP goes along. For combat now, this will be sufficient.
ID | When | Roll | Total | Note |
---|---|---|---|---|
13186 | 5 yrs ago |
1d100
|
70 | did panpour dodge? |
12776 | 5 yrs ago |
1d100
|
45 | Magnemite: Supersonic, accuracy 55%, needs below 27.5/28 to hit |