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DnP: The Mystery the Temples

How to Battle

Zakiax

Stew Aficionado
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All Battle rules are subject to change as we flesh things out.

When you enter a dungeon or when you start a battle you roll for initiative. (Roll 1d20 and add your speed modifier) the person who has the highest initiative goes first.

Modifiers
For every 15 stat points rounded down, you get +1 to your initiative and attack rolls.
so 1-14 = +0, 15-29 = +1 ect.

PP
All moves have a certain amount of pp which is listed next to the move in the movedex. This is how many times you can use this move per day. To regain pp you either need to rest for a 8 hour period (Based on dungeon rules) or use an item.

Attacking/Using a Move
When it is your turn you get to chose which of the moves you know to attack with. Each attack will have a dice roll associated with it as explained in its movedex entry. This dice roll will determine if you hit, miss or crit your attack on your opponent if this move is an attacking move.

There are several types of moves that can inflict status conditions, raise or lower stats

If your attack misses you do no damage.

If your attack is a critical hit you double the total damage done by the attack, after all the calculations are done.

Calculating Damage
If your attack hits you use the percentage associated with the move and calculate how much damage the move will do. The percentage is the percentage of your attack or spattk stat. You take this number (adding your attack modifiers to this number) and subtract your opponents defense or sp def. If the number is 0 or a negative number roll 1d4 and this is the damage you do, positive numbers will be the amount of damage you do to an opponent.

ex. Say your attack stat is 100 and the percentage of the attack you did was 50% so your attack would be 50 (+6 for your attack modifier), say your opponents defense is 40. So you would do 16 damage to your opponent.

Type Advantages and Disadvantages
Matching up the type of your attack towards your opponent may be the key to winning the battle.

If a move is x2 effective against an opponent multiple the damage you did to that opponent by 2.
If a move is x4 effective against an opponent multiple the damage you did to that opponent by 4.
If a move is x2 not-very-effective against an opponent decide the damage you did to that opponent by 2.
If a move is x4 not-very-effective against an opponent decide the damage you did to that opponent by 4.

Always round up to the nearest whole number.

Status Conditions
There are several attacks that induce status conditions. These status conditions will remain until they are removed by another person using a move on you to remove them or an item. Freeze, Sleep and Confusion will always have how many turns you are inflicted with that condition when either of them are inflicted to you.

You may only be inflicted with 1 primary status condition at a time, however you can be afflicted by multiple secondary status conditions at one time. All secondary status conditions are removed once the battle is over, or when the opponent who inflicted those status' to you are fainted, as you may be attacked by multiple wild pokemon in dungeons.

All damaging status conditions are inflicted at the end of your turn. You may roll this along with you attack rolls (Just make sure to state which is which when rolling). Don't forget to edit out the damage done by these conditions. All damage done by status conditions ignore defense, basically you just take the damage on the dice rolls with these.

Primary Status Conditions
  • Burn: First turn = take 1d4 of damage, Every turn after the first you take 1d6 damage.
  • Poison: First turn = take 1d4 of damage, Every turn after the first you take 1d6 damage.
  • Freeze: You are is frozen! You cannot do ANYTHING for as long as you are frozen.
  • Paralyze: Whenever you use a move, you must make another roll in your post, rolling 1d2. 1 = your attack fails because you are paralyzed. 2 = your attack goes through.
  • Sleep: You are asleep! You cannot do ANYTHING for as long as you are asleep, except snore/sleeptalk.
Secondary Status Conditions
  • Confusion: Whenever you use a move, you must make another roll in your post, rolling 1d2. 1 = you attack yourself. Make another post and roll 1d6 and that is the damage you do to yourself. 2 = your attack goes through.
  • Love: Whenever you use a move, you must make another roll in your post, rolling 1d2. 1 = your attack fails because you are infatuated. 2 = your attack goes through.
  • Cursed: First turn = take 1d4 of damage, Every turn after the first you take 1d6 damage.
  • Flinched: Some moves cause opponents to flinch, causing them to take up their attack the next time they attack. This only lasts one turn. An opponent can't be flinched two turns in a row.
 
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