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pokemon daggerheart prep

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  • Lonestar85
    Lonestar85 Member Posts: 2,437 ✭✭✭✭✭
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    edited August 1 #1332

    So on my Pokemon Daggerheart game I think I'm going to use the following formula for Pokemon moves. A given move will have a Base Power that STAB, Pokemon Abilities, Weather&Terrain and Held Items will then apply to that will dictate their overall power and consequently the Damage dice. Their power will be based on following metric: 0-60 power: D4, 61-90: D6, 91-120: D8 and 121-150 is D10. 150+ is D12 so only the strongest moves will get there. All the factors that affect Damage Dice are numerous but many are determined pre-Battle(Weather/Terrain is the only variable)

    The number of damage dice will be based on Attack Stat(Physical or Special) per 50 points. So 0-50 Attack stat is one damage dice, 51-100 is two, 101-150 is three, hence not too many Pokemon will get to three until they fully evolve. Pokemon Natures will affect this. Using Attack buffs like Swords Dance increases Proficiency and consequently the number of damage dice. Every attack stage = +1 Proficiency or damage dice. Debuffs would yield the same result so Intimidate is quite punishing for Physical attackers. Whether it'd match a 33% cut in Attack stat I don't know. Swords Dance is +2 Proficiency or up to +24 damage(which is quite noticeable).

    Crit stage boosts from the likes of Scope Lense, Super Luck or buffs like Focus Energy will result in bonus HP loss on the target. Stage 2/3 results in +1 HP damage or a max of +2 for Stage 4/5. Meaning moves with high Crit(Slash, Night Slash, etc) deal more damage than a typical attack would due to their frequency of Crits. Battle Armor ability prevents the bonus HP damage but does not prevent Crit success damage(since Severe Damage should be a likely outcome for a Crit or doubles roll).

    Defense thresholds are based on Defense stats(Physical or Special). Major threshold is Def/10 and Severe is Def/5. Natures and Held Items can affect these values. Additionally, Defense buffs can apply a multiplier to damage thresholds, hence Pokemon with high Defense can really benefit from Defense buffs.

    Pokemon Evasion is a base of 10 + Speed/50 rounded down. Meaning every 50 points in Speed is +1 Evasion. Slow Pokemon won't get any Evasion help like fast Pokemon can but Class and Domain abilities can net you help here. Armor slots or Dodging is a base of 3 + (Pokemon level -1) or 12 Armor slots at level 10. Using Armor slots or Dodging is just like it is in Daggerheart or reducing severity by one stage. Certain Classes and Domains can provide additional damage mitigation.

    Have to figure out status conditions but I might use what you do to keep my sanity in check since above may be too complicated.... 🙅

  • Lonestar85
    Lonestar85 Member Posts: 2,437 ✭✭✭✭✭
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    @Hades0918 @SiennasPokémon @PokeMom244 @Shadow_Sylveon @OwenChubb30 Group A session in ~3 hours. Just a reminder for those who have post approval, utilize the GM Wall for your actions if approval snags you. @clasingla hope your ready 🙅

  • Hades0918
    Hades0918 Member Posts: 24,228 ✭✭✭✭✭
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    I FORGOT!!!

    It feels like Sunday because my dad stayed home from work yesterday!

    Let me get into my Catsuki mind set!

  • PokeMom244
    PokeMom244 Member Posts: 2,931 ✭✭✭✭✭
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    T-today?!

    ... I think I can make it..

    I always forget about these things...

  • PokeMom244
    PokeMom244 Member Posts: 2,931 ✭✭✭✭✭
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    I honestly may not make it...

    I have to go somewhere and I may not come back in time..

  • Hades0918
    Hades0918 Member Posts: 24,228 ✭✭✭✭✭
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  • clasingla
    clasingla Member Posts: 8,250 ✭✭✭✭✭
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    @OwenChubb30 your character still needs a bit more to be done so first what class do you want to be

    Bard, Ranger, rogue, seraph, guardian, sorcerer, wizard, warrior, brawler, assassin, witch, warlock

  • Hades0918
    Hades0918 Member Posts: 24,228 ✭✭✭✭✭
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    T-Minus an hour peeps!