Group statistics

Members:
57
Threads:
650
Messages:
11976
Discussions:
0

Latest posts

Group events

Pokémon Expeditions

🞿 Example Exploration (Tutorial)

astralprogenitor

late to the party
D
Staff member
Admin
Designer
I set up my exploration with the basic necessary information using the form from the "What is this?" thread. Alain has 4 Vit, so his energy starts at 5+vit, or 9. I link the stat sheet of the two mons I'm choosing to use, and I'm not adding any extra gear beyond the freebie Research Balls.


Exploration Area: Beta Test
Trainer: Alain Basswood
Pokémon: Feebas & Sebby

Using Gear:
5x Research Balls (CS: 5)

Starting Energy: 9
 

astralprogenitor

late to the party
D
Staff member
Admin
Designer
Number Generated:
Min: 1
Max: 15
Res: 11
My first course of action is to roll an event from the Area Chart. I go ahead and deduct the energy while rolling so I don't forget!

The Area Chart tells me to RNG 1-15 for my event, so that's what I do.


Rolling for event. -1E


Status:
Alain: 8/8 HP, 8 Energy
Feebas: 6/6 HP, 5/5 Will | Sebby: 5/5 HP, 4/4 Will
Gear:
5x Research Balls (CS: 5)​
Finds:
Nothing so far!​
 

astralprogenitor

late to the party
D
Staff member
Admin
Designer
Number Generated:
Min: 1
Max: 15
Res: 15
I've rolled an event that neither hurts nor helps me. Events that tell you to continue don't cause anything to happen, so you're free to continue without writing or doing anything else. Consider this the boring part of your adventures - not everything is high stakes!

Since I don't have to roll anything / battle anything / acquire anything, I'll go ahead and roll in this post and deduct the energy at the same time.


11: Everything goes dark for a second, then lights back up again. Did the system reboot? Continue your adventure.
Rolling for event. -1E

Status:
Alain: 8/8 HP, 7 Energy
Feebas: 6/6 HP, 5/5 Will | Sebby: 5/5 HP, 4/4 Will
Gear:
5x Research Balls (CS: 5)​
Finds:
Nothing so far!​
 

astralprogenitor

late to the party
D
Staff member
Admin
Designer
Number Generated:
Min: 1
Max: 4
Res: 2
This time I've rolled a Wild Battle! I look at my Area Chart and see the Wild Battle roll is 1-4 to see what I encounter, so that's what I roll.

15: This slot reserved for a basic random encounter. Roll a Wild Battle.
Rolling for battle!

Status:
Alain: 8/8 HP, 7 Energy
Feebas: 6/6 HP, 5/5 Will | Sebby: 5/5 HP, 4/4 Will
Gear:
5x Research Balls (CS: 5)​
Finds:
Nothing so far!​
 

astralprogenitor

late to the party
D
Staff member
Admin
Designer
Dice Rolled:
🎲d6 3 4 7
I rolled battle #2, a wild pidgey. I link or copy the sheet of the wild pokemon (my choice!), then declare which pokemon I'm going to use and roll initiative in the order I state. Initiative is 1d6 + dexterity + alert, so the wild pidgey gets +4 to its roll and my chosen pokemon, Feebas the Clefairy, gets only +1. Whoops!

Fighting: Wild Pidgey

Sending out: Feebas

Rolling initiative! Pidgey, Feebas.
 

astralprogenitor

late to the party
D
Staff member
Admin
Designer
Number Generated:
Min: 1
Max: 3
Res: 1
Pidgey's total was 3+4=7, and Feebas's was 4+1=5, so pidgey rolled higher. That means it goes first. I start the battle by establishing the enemy's movelist per the AI control rules, then roll to see what move it's going to use. I also add a few quick notations of current HP/defenses for my own use, but you can make your own style of note taking as you want!

Initiative order: Pidgey, Feebas || Turn: Pidgey

Pidgey: 5/5 HP, 3/3 Will || 2 DEF, 1 SDEF
Feebas: 6/6 HP, 5/5 Will || 2 DEF, 3 SDEF

Moves:
1. Tackle
2. Sand-Attack
3. Twister

The opponent prepares a move...
 

astralprogenitor

late to the party
D
Staff member
Admin
Designer
Dice Rolled:
🎲d6 6 3 1 6 16
I rolled Tackle, a basic attack. I look at pidgey's movelist and I see that Tackle's to-hit is Dex+Brawl, so I'll add up those totals from its sheet first. Dex is 2 and Brawl is 2, so that makes a total of 4 To-Hit dice. Tackle has 0 for accuracy modifications, so I only need one success to hit. I roll these 4 dice and if any of them are 4, 5, or 6, then that's a "success" and the move will hit!

Initiative order: Pidgey, Feebas || Turn: Pidgey

Pidgey: 5/5 HP, 3/3 Will || 2 DEF, 1 SDEF
Feebas: 6/6 HP, 5/5 Will || 2 DEF, 3 SDEF

The wild pidgey tries to Tackle Feebas!
 

astralprogenitor

late to the party
D
Staff member
Admin
Designer
Dice Rolled:
🎲d6 6 4 1 5 2 6 24
A hit! Two of the dice were successes, so the move succeeded in connecting, though it didn't have enough successes to be a critical. Now it's time to roll damage, and to do that we need to figure out our damage pool. Tackle has a damage pool of 2+Str, so I look at pidgey's strength - 3. Ouch! That makes for a total of 5. Now, following move resolution, my next step is to check for STAB. As it happens, Tackle is Normal, and pidgey is Flying/Normal - it gets a STAB bonus, so it gets +1 to its damage pool, for a total of 6. Tackle doesn't have any special effects, so I roll 6d6 for damage.

Initiative order: Pidgey, Feebas || Turn: Pidgey

Pidgey: 5/5 HP, 3/3 Will || 2 DEF, 1 SDEF
Feebas: 6/6 HP, 5/5 Will || 2 DEF, 3 SDEF

A hit! Rolling damage...
 

astralprogenitor

late to the party
D
Staff member
Admin
Designer
I count up the number of successes from the roll above. There are 4 successes - 6, 4, 5, 6. That means my base damage is 4. Wowee! However, we've got to account for resistances and defense, too. Clefairies aren't resistant to normal type attacks, so all we have to worry about is defense. Tackle is a Physical move, so we subtract Feebas's DEF - 2 - from the total for a final damage of 2 HP. It definitely hurt, but we're not out yet.

Since there's no other rolls to be done in this post, I could opt to go ahead and declare Feebas's attack now. It's up to you if you want to make a separate post for this - as long as you're not skipping anything and your declarations are clear, you're fine! however, since this is a tutorial, I'm going to do it in the next post.

Initiative order: Pidgey, Feebas || Turn: Pidgey

Pidgey: 5/5 HP, 3/3 Will || 2 DEF, 1 SDEF
Feebas: 4/6 HP, 5/5 Will || 2 DEF, 3 SDEF

Pidgey wallops Feebas for 2 damage.
 

astralprogenitor

late to the party
D
Staff member
Admin
Designer
Dice Rolled:
🎲d6 5 4 3 6 18
Now it's time for my pokemon to move, and I get to choose what it does. I declare the move and check its move listing. I notice that it has the High Accuracy effect - that means this move can't miss! However, I still roll its To-Hit to check for Critical Hits, but even if I get all 1s, I know that the move is going to connect no matter what.

Disarming Voice takes a roll of Ins+Perform, which means 4d6 for me.


Initiative order: Pidgey, Feebas || Turn: Feebas

Pidgey: 5/5 HP, 3/3 Will || 2 DEF, 1 SDEF
Feebas: 4/6 HP, 5/5 Will || 2 DEF, 3 SDEF

Feebas takes a big breath to stun pidgey with its Disarming Voice!
 

astralprogenitor

late to the party
D
Staff member
Admin
Designer
Dice Rolled:
🎲d6 2 4 2 1 1 5 15
Darn, not enough successes for a Critical Hit. Still, since it's High Accuracy, we know we're going to do damage, so we check for our base damage. Again I check for damage pool - 2+Spe. Feebas has 3 Special, so that makes a base damage pool of 5. Disarming Voice is a fairy type move as well, meaning it gets a +1 STAB bonus, for a total damage pool of 6.

Initiative order: Pidgey, Feebas || Turn: Feebas

Pidgey: 5/5 HP, 3/3 Will || 2 DEF, 1 SDEF
Feebas: 4/6 HP, 5/5 Will || 2 DEF, 3 SDEF

Rolling damage for Disarming Voice.
 

astralprogenitor

late to the party
D
Staff member
Admin
Designer
Number Generated:
Min: 1
Max: 3
Res: 2
Oof! Feebas only scored 2 successes, meaning they'd do 2 damage. Pidgey isn't resistant, but we still have to subtract 1, because Disarming Voice is a Special move and pidgey's SDEF is 1. That leaves us with only 1 damage. Better than nothing, I suppose.

That means it's the end of this round. I'm going to opt out of Trainer Action for now, so the next round begins at the top of the initiative order once more.

Initiative order: Pidgey, Feebas || Turn: Pidgey

Pidgey: 4/5 HP, 3/3 Will || 2 DEF, 1 SDEF
Feebas: 4/6 HP, 5/5 Will || 2 DEF, 3 SDEF

Pidgey barely seems bothered by the attack. It prepares its counter attack...

Moves:
1. Tackle
2. Sand-Attack
3. Twister
 

astralprogenitor

late to the party
D
Staff member
Admin
Designer
Dice Rolled:
🎲d6 1 3 4
This time, the opponent used a support move. The To-Hit is rolled as normal, but the damage calculation step will be skipped, since its damage is "0". Instead, we roll to hit, then look at Special Effects to see what happens if it connects. Sand-Attack uses Dex+Channel, so pidgey only gets to roll 2d6 for this attack.

Initiative order: Pidgey, Feebas || Turn: Pidgey

Pidgey: 4/5 HP, 3/3 Will || 2 DEF, 1 SDEF
Feebas: 4/6 HP, 5/5 Will || 2 DEF, 3 SDEF

Pidgey blows sand in Feebas's face! Using Sand-Attack.
 

astralprogenitor

late to the party
D
Staff member
Admin
Designer
Dice Rolled:
🎲d6 3 5 5 4 17
A miss! Pidgey didn't roll any successes, so the move fails and it's Feebas's turn again. Nice! I declare my attack, deciding its probably best if I don't risk missing and choosing to use the last move over. Once again, it can't miss, but I roll for Critical check anyway.

Initiative order: Pidgey, Feebas || Turn: Feebas

Pidgey: 4/5 HP, 3/3 Will || 2 DEF, 1 SDEF
Feebas: 4/6 HP, 5/5 Will || 2 DEF, 3 SDEF

A miss! Feebas prepares to use Disarming Voice again.
 

astralprogenitor

late to the party
D
Staff member
Admin
Designer
Dice Rolled:
🎲d6 3 6 6 5 1 1 22
Still no crit, but once again we get to roll 6d6 for our damage. Let's go, Feebas!

Initiative order: Pidgey, Feebas || Turn: Feebas

Pidgey: 4/5 HP, 3/3 Will || 2 DEF, 1 SDEF
Feebas: 4/6 HP, 5/5 Will || 2 DEF, 3 SDEF

They scream at the top of their lungs!
 

astralprogenitor

late to the party
D
Staff member
Admin
Designer
Dice Rolled:
🎲d6 5 5 4 6 5 1 26
Well, that's a little better than before, right? This time we got 3 successes, meaning 2 damage after subtracting pidgey's 1 SDEF. That means the round is over, but this time I'm going to declare a Trainer Action.

I'm going to attempt to catch the wild pidgey using a Research Ball. First, I check the Catch Rate of the ball, which in this case is 5. Then I go down the list to see if there's any bonuses I get. Pidgey has less than half HP, so I get +1. Nothing else applies, so my Catch Pool is 6. I check and see that this pidgey is a Beginner rank, so I need to roll 4 successes in order to catch it. Let's see how that goes!


Initiative order: Pidgey, Feebas || Turn: Trainer

Pidgey: 2/5 HP, 3/3 Will || 2 DEF, 1 SDEF
Feebas: 4/6 HP, 5/5 Will || 2 DEF, 3 SDEF

Alain digs a Research Ball out of his knapsack and throws it at the wild pidgey!
 

astralprogenitor

late to the party
D
Staff member
Admin
Designer
Number Generated:
Min: 1
Max: 15
Res: 9
Five successes - definitely a catch! That means the battle is officially over, so I make a note of my catch and continue the adventure.

Pokémon caught! Rolling for next event. -1E

Status:
Alain: 8/8 HP, 6 Energy
Feebas: 4/6 HP, 5/5 Will | Sebby: 5/5 HP, 4/4 Will
Gear:
4x Research Balls (CS: 5)​
Finds:
1x Wild Pidgey (Research Ball)​
 

astralprogenitor

late to the party
D
Staff member
Admin
Designer
Number Generated:
Min: 1
Max: 4
Res: 3
This is an optional event. You can declare that you're skipping an event and move on if you want. However, since this gives us an opportunity to look at a status effect, I decide to engage it, so I roll a Wild Battle once more.

9: You encounter a pokémon sleeping beside the path you're on. If you want to engage it, roll a Wild Battle. The opponent begins with the Sleep status!
Accepting battle! Rolling encounter.

Status:
Alain: 8/8 HP, 6 Energy
Feebas: 4/6 HP, 5/5 Will | Sebby: 5/5 HP, 4/4 Will
Gear:
4x Research Balls (CS: 5)​
Finds:
1x Wild Pidgey (Research Ball)​
 

astralprogenitor

late to the party
D
Staff member
Admin
Designer
Dice Rolled:
🎲d6 4 1 5
I begin the battle like normal, rolling Initiative for both pokemon.

Fighting: Wild Rattata (+2)

Sending out: Sebby (+3)

Rolling initiative! Rattata, Sebby
 

astralprogenitor

late to the party
D
Staff member
Admin
Designer
Dice Rolled:
🎲d6 5 5
Because I am a master at rolling, rattata goes first. However, due to the event, it begins this battle Asleep. Rather than roll a move, I first check its Sleep score. Rattata has an Insight of 1, so I roll 1d6 to see if it makes any progress towards waking up.

Initiative order: Rattata, Sebby
Rattata: 4/4 HP, 3/3 Will || 1 DEF, 1 SDEF (Sleep: 0)
Sebby: 5/5 HP, 4/4 Will || 2 DEF, 2 SDEF
 
Top