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SherKaien
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Kaien

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13 minutes ago
OKAY SO

I had mentioned who knows when that I was going to post a situation that I and the other player can't seem to find a good solution for. Now I have my next D&D session in an hour an realized I never posted for help sdfsfajkh

SO here's the rundown:

Version: 3.5

Characters in the party:
Lvl 4 Human Fighter, named Hunter - Played by me
Lvl 4 Elf Rogue, named Antinua(Ana for short) -Also played by me
Lvl 4 Human Rogue, named Scorchin (Don't ask) - played by other person

The Situation:

The party is travelling through a forest, down a very windy path that crosses a river multiple times. The first pass had no bridge, so we ended up climbing a tree, tying rope to it, and swinging across successfully. The second pass had a bridge that didn't look great, so we tied rope around our waists to help and tried to cross one at a time. After a lot of falling and barely successful rolls, we managed to get across.

Now we are stuck at the third pass.

There is no bridge to cross, either where we are at or anywhere else. To one side is where we came from, but there are uncrossable mountians between the paths so we had to follow the path. Down the other way is a waterfall, so we have to cross here. The river is apparently rushing so fast that we can't just swim across, aside from the spot we are at where we could potentially wade our way across carrfully, thanks to the depth, but would still have to roll every few seconds to see if we get pulled in. Additionally, there are merfolk that get very angry and hostile if we get in the water. We almost lost Scorchin to the river & Merfolk already, but luckily Hunter was able to pull him back to shore and dodge a trident from the merfolk. The DM has also stated there are no tree branches around that we could use to tie rope to and cross, but clearly does not want us to turn around and go back.

And ideas on how to cross? Atthis point, the only thing I can thing is killing the merfolk and trying to wade across, but with all the rolls we'd face trying to cross the river and potentially getting pulled down into the waterfall and dying, I'd like to think there's another option.

So! I turn to you all. Please let me know anything you think of to get across (As a note, we cannot speak to the merfolk either.)
Feb 21 2018, 11:12 PM
Hello Terrene ~

So, one of the many things we've been working on behind the scenes is addressing the PP/move usage that we've let be free up until now. Though we've been discussing some options and narrowed it down to two systems, we can't come to an even decision as to what type of system to create for tracking how many times a pokemon can use powerful or special moves.

That's where you come in! We are hoping to get this launched with Spring, if possible, so please cast your vote quickly. We don't have a set deadline, but may end up making the decision within 3-5 days.

**Voting is Anonymous, just as an FYI. No one will see who voted what, just the total amount of votes for each choice.

The two options (To be described in detail below) are Percentage based tracking (similar to health) and setting guidelines based on the power or what kind of move it is (similar to stats and other battle essentials). We've got to get something in place and decided, since this will be affecting everyone, to give the people a chance to choose which one they'd prefer. After all, we want you to be comfortable with whichever system we put into place.

Percentage based tracking
Spoiler (Show/Hide)

So this would be a percentage that would sit near HP, to be lowered throughout battle based on the moves used. In this system, we would assign a base energy for all status moves (special moves with healing or other OP effects would have a higher rate, to prevent spamming and promote realism), and assign a ratio for percent to power. So, X power corresponds to X percent, so the higher base power of the move, the higher amount of energy that is spent on the pokemon's part.

But Kaien, what about my lvl 45358908 using a move? Would they lose as much energy as a lvl 2??

Great question my imaginary example friendo! The short answer is yes. The better explained answer is that the system would accommodate max percentage to the pokemon's individual level. So, a level 5 pokemon might have a max energy usage of 80%, while a level 20 pokemon might have a max energy usage of 150%. This allows the level 20 to use much more powerful or a higher quantity of moves, which keeping the same percentage takeaways for energy the same. Which is realistic in that the move takes the same amount of exertion for any pokemon, but more trained pokemon will have more stamina with which to use to continue attacking.

We have not finalized any details, but for the sake of providing an example, let's say 5 power = 1% energy.

Let's say Mary Sue is using a lvl 5 Bulbasaur in a battle against Barry Lou using a lvl 10 Squirtle.

Mary Sue would track at the beginning that her Bulba has 100% Health, and 50% energy, due to her pokemon being level 5 (again, not set in stone, just throwing a number as an example).

Barry Lou also lists 100% health for Squirt, however he gets 80% energy to work with, since Squirt is a higher level.

Mary Sue starts, and Bulba uses Growl. The base Status/Stat move energy is 5%, so at the end of the post she changes the tracking to 100% Health, 45% Energy.

Barry Lou pushes back, having Squirt use Tackle! The base power is 40, so the total energy spent is 8% (40/5). Barry tracks as 100% Health, 72% energy, -1 Att.

Mary Sue has Bulba use his egg move, Magical Leaf! It's super effective! Despite doing more power due to effectiveness, the energy spent is the same. So, for a 60 base power move, Bulba is spending 12% energy. Mary Sue tracks 82% health, 33% energy.

Barry Lou mistakenly has Squirt use Water Gun, not knowing type differences after losing his memories. The move is weakened by the -1 Att and not being very effective, but Squirt exerts just as much effort to perform the move. It's also 40 power, so Barry has to dock another 8%. Barry Lou tracks 65% health, 64% energy.

And so on and so forth.

Pros: Clear, defined tracking that will be unanimous across all players and pokemon. A reference table to assist with determining the amount of energy that will be spent, and adjusting the scale more naturally as pokemon gain levels.

Cons: Another thing to track with the pokemon battle stats. Could be confusing with both a Health percentage and Energy percentage. Doesn't allow as much creative freedom based on the pokemon personality, size, training, etc..


Guidelines based on power/special abilities
Spoiler (Show/Hide)

This system is designed to create a reference to be used, rather than hard-lined tracking. In this case, we would be leaving low level moves alone for the most part, with the continuing expectation that players are realistically managing how many attacks their pokemon can perform before being too worn out to battle. The main focus with this system in in high power and special moves.

Ultimately, these guidelines would be restrictive based on the level of pokemon. The lower level the pokemon, the less likely they will be able to perform a high power move and not become exhausted from it. In this system, there would be clear guidelines on the special exceptions that require a little more hard thought to keep in the realism of how difficult these moves are for the pokemon to perform. It should be assumed that a pokemon who is 'exhausted' can no longer fight until they've had sufficient time to rest. Same as HP, this would be per day and would be assumed to recover overnight and between threads.

Pokemon lower than level 10 will become exhausted after using 1 move with base power over 90. Yes, I said it, 1 move. Under level 10 the pokemon are still adolescents, and therefore not fully grown and capable of performing such strong attacks without greatly exerting themselves. Moves with power under 90 are fair game, but you are asked to keep in mind how tired your pokemon will be after performing those moves as well.

Pokemon levels 10-20 will become exhausted after using 3 moves with base power over 90. So, much more wiggle room once they pass level 10, though keep in mind they are not considered fully grown/matured until level 15. Pokemon in 10-14 range are more likely to be very drained after 2 uses, while those 15 and above are more likely to be able to handle using it 3 times before being exhausted.

Pokemon lower than level 15 cannot use 3 moves in a turn. Ever. Done. Period. End of story. Kthxbye

Pokemon lower than level 30 cannot use 2-3 moves consistently or they will be exhausted. The general guideline to keep is that a pokemon should, at most, use 2-3 moves in one round every OTHER round. The lower the level, the more this is stretching their ability to use multiple moves in quick succession. It should be assumed that status/stat moves would be less difficult to use with an attack, as opposed to multiple attacks at the same time.

Pokemon that repeatedly use the same attack will become exhausted more quickly. There is leniency in this based on the individual's moveset (obviously if the pokemon only has 3 moves, or even, just has 1 move, this would not apply much), however the general practice should be that pokemon are moving and using different attacks and strategy to fight - not just using the same 80 power attack 5 times until the target is dead to make it easier.

Healing abilities can be used, at most, 3-4 times per day. If they are used within quick succession, their effectiveness will be cut. It should be assumed that this recovers with proper rest. Healing attacks (I.E.Drain Punch, etc.) will be even more draining on the pokemon, so keep that in mind when using attacks as it's energy spent on the physical attack as well as channeling the energies to healing themselves.

This is, of course, still a WIP, but these are the kinds of things you would expect if this system is chosen. More may be added, these may be edited/changed, but these should give you a good idea of the direction we would take this.

Pros: Not another percentage/number to track. Allows a bit more creative freedom with using moves, with some restrictions. Helps to better define expectations in battling with younger/older pokemon.

Cons: Keeping track of what moves you used in a battle, and what kinds that are. Tracking the power of the known moves, and factoring that into constructing realism in the battle scenario.

Feb 20 2018, 11:43 AM
Heyo Terrene ~

So, as much as it saddens me to say, I will be taking a short hiatus in the beginning of March.

I'm getting sent out on another business trip, which will consist of long days for Mon-Thurs with team dinners likely after, and a half-day followed by flying back home on Friday. As such, I likely won't be able to post since I may not get back to my hotel in the evenings until around 9-10pm, but I will try to at least pop in the cbox when I can, even if I'm not super productive.

But there is hope! It's just 5 days after all, and I'll be back in town the evening of the 9th, so I may be able to post that night (Muse willing of course xD)
Jan 8 2018, 03:56 PM
Hey!

So as some of you know, I'm going on a business trip starting tomorrow afternoon.

I'll be able to post in the evenings, but found out via SURPRISE this morning that even though they had told me I didn't need to be engaged in the project Monday, Tuesday, and Wednesday, guess what? I need to be engaged in the project Monday, Tuesday, and Wednesday.

Tonight I have to pack for my trip and leave instructions for apartment care, and tomorrow I'll be flying to Delaware and setting up in the hotel. Pending work dinners, I should be able to hop on Wednesday and Thursday in the evenings, but I don't make any promises. I'll do my best for you guys ;n;

Friday afternoon I fly back and should be back early enough in the evening that I can post as well! Here's to hoping my muse cooperates...

SORRY MY LOVES! I was led to believe I might have some not crazy time today, tomorrow, and wednesday I thought I could use to post ;n;
Jan 1 2018, 02:35 AM
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<div class='strictures'> The Competition</div>
<hr>

What It Is
<p>
It is reminiscent of Coordination contests back in the Suffering Universe, but on ice! Essentially, it is akin to a figure skating competition. Only human-Pokemon duos can enter, so pick your most graceful Pokemon and see what beautiful, epic, complex, or perilous moves you can come up with.
<p>
You can write as much as you want describing your character's performance, but you need to include THREE main moves that are combo-moves with your human and their Pokemon performing together. These three main combos will be primarily what is judged and where the most points can be earned.
<p>
Post your performance in a new topic in this forum. You can have three posts- one per each combo- or all in one post. Describe the performance to the best of your ability! There is no length requirement, but we have to be able to see very clearly in our mind's eye what your characters and Pokemon are doing. If you have any questions, feel free to ask!
<p>
Contest entries must be posted by 2/17.
<p><br>
How It Is Graded
<p>
There are three NPC judges, each with their own specific element that they will judge: one examines creativity, one does beauty, and one does teamwork. OOC-ly, we will also be looking at writing quality, and there will be a random element as well to see if your character actually lands the moves they are attempting or if they make mistakes! To make things more interesting/interactive, all players can help judge as well, and will earn PP for doing so. Below is the breakdown of the judging criteria:
<p>
CREATIVITY<br>
"If you never dare to take a risk, you'll never move forward."
<p>
1-3 pts: The move was generally lackluster or boring. Character took the 'safe route' and attempted a rather basic move.<br>
4-6 pts: Effort, skill, and a little bit of luck mixes in for this category. The 'Tried and True' moves that while somewhat impressive, can be done by a wider audience. But how it's delivered by the individual is what makes the difference.<br>
7-10 pts: The move required a level of focus and risk that shows the character is in it to win it. They went above the tried and true to attempt showing off a higher skill, showing their willingness to be daring and a passion to win.
<p>
BEAUTY<br>
"It's all in the delivery."
<p>
1-3 pts: Fumbling, boring, or in general just ungraceful delivery falls here. <br>
4-6 pts: The move was delivered adequately, and there was minimal fumbling outside a hiccup here and there. The movements were in general appealing to watch.<br>
7-10 pts: Fluid motions and fantastic follow through, this is for those who make it almost look easy. The attempted move was executed almost perfectly, and any mistake was small enough so as not to effect the whole of the move.
<p>
TEAMWORK<br>
"It's one thing to be on a team. It's another to be a team."
<p>
1-3 pts: The character and Pokemon worked independently, relying on individual skills alone and were not harmonized.<br>
4-6 pts: While they worked together as a team, there was room for improvement. Whether that be from being out of sync or off beat with the other, or a move that while nice, didn't equally star the abilities of both performers.<br>
7-10 pts: The duo were clearly in sync, two bodies one mind. The move was created in a way to show off the talents of both together.
<p>
WRITING
<p>
1-3 pts: Typos or extremely awkward wording abound, and/or very short, confusing or lackluster descriptions of combos that don't really give a good impression/image of what the characters are doing, and/or they attempted something it seemed their characters wouldn't realistically be able to pull off.<br>
4-6 pts: Somewhere in-between. :|<br>
7-10 pts: Excellent writing, and/or gives a very good impression/image of what their characters are doing, and/or kept this realistic and interesting simultaneously.<br>
<p>
EXECUTION (determined by RNG for each main combo move)<br>
1 pt: Attempted but failed almost entirely. :(<br>
2-3 pts: Limited success, there were some mishaps.<br>
4 pts: Nearly perfect, only one or two minor blips.<br>
5 pts: Executed perfectly!
<p><br>
How To Judge
<p>
Interested in helping the mod team judge each performance? Excellent! For each performance (other than your own character's performance, of course) you may pick one or two of the three main criteria (creativity, beauty, and teamwork) and judge each of the three main combo moves based on the description above. Writing and Execution will be judged by the mod team only. PM me with a paragraph or two, including the points you would give each move as well as why you think they earned that amount of points.
<p>
Do not inform anyone of which performances or which criteria you are judging. This is to keep bias to a minimum and avoid the potential for hurt feelings. If more than one person chooses to judge the same performance and/or the same criteria, that is fine! In fact, we are hoping that will be the case. Then we can average out the points.
<p>
For each criteria that you help to judge, you will earn 1 PP. Therefore, since you can judge up to two criteria per performance, you can potentially earn 2 PP per performance.
<p>
If you have any questions, please ask!
<p>
All judging must be submitted via PM before the end of February.


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