Post by Bryan on Jul 21, 2015 18:22:10 GMT -8
Making Attacks
Accuracy Check
Whenever you attempt to make an attack, you must
make an Accuracy Roll, and to hit, this roll must meet
or exceed the Accuracy Check.
An Accuracy Roll is always simply 1d20, but is modified
by the user’s Accuracy and by certain Moves and other
effects. Note that modifiers to Accuracy Rolls do not
affect effects from Moves that occur upon specific dice
results, or that increase Critical Hit range. For example,
if you use Flamethrower with an Accuracy Bonus of +4
and roll a 16 on d20 before adding 4, this would neither
be a Critical Hit, nor inflict a Burn.
Note that a roll of 1 is always a miss, even if Accuracy
modifiers would cause the total roll to hit. Similarly, a
roll of 20 is always a hit.
An Accuracy Check is the number an Accuracy Roll
needs to meet or exceed to hit. It’s determined first taking
the Move’s base AC and adding the target’s Evasion.
For example, if using Earthquake, which has an Accuracy
Check of 2, against an opponent with a Physical Evasion
of +4, you would need to roll a 6 or higher on your
Accuracy Roll to hit the target.
A target can willingly choose to be hit by a Move that
would hit when their Evasion is not applied – the user of
the Move must still meet the Move’s base AC.
Dealing Damage
When an attack hits, you apply any effects of the attack
to the target, including damage.
When rolling Damage, check the attack’s Damage Base.
This number serves as a guide for an attack’s strength,
which translates to a specific amount of damage. Many
effects, such as Same Type Attack Bonus or STAB for
short may alter the Damage Base of Moves.
After applying all modifiers that alter Damage Base,
see the corresponding Actual Damage in the Damage
Charts on the following page. This is the roll (or number)
to which you add your Attack or Special Attack Stat.
After you have added your appropriate Attack Stat to
the Actual Damage of the attack, add any additional
modifiers that may apply.
The target then subtracts the appropriate Defense Stat.
Physical Attacks have Defense subtracted from them;
Special Attacks have Special Defense subtracted from
them. If the target has Damage Reduction, that is
subtracted as well. An attack will always do a minimum
of 1 damage, even if Defense Stats would reduce it to 0.
After defenses and damage reduction have been applied,
apply Type Weaknesses or Resistances. A Super-
Effective hit will deal x1.5 damage. A Doubly Super-
Effective hit will deal x2 damage. Rare Triply-Effective
Hits will deal x3 damage.
A Resisted Hit deals 1/2 damage; a doubly Resisted hit
deals 1/4th damage. A rare triply-Resisted hit deals
1/8th damage.
See the Type Effectiveness Chart to see
how Pokémon Types match up against each other.
Same Type Attack Bonus
If a Pokémon uses a damaging Move with which it shares
a Type, the Damage Base of the Move is increased by +2.
This is referred to as ‘STAB’ for short.
Hit Point Loss
Effects that say “loses Hit Points” or that set Hit Points
to a certain value instead of “deals damage” do not have
Defensive Stats applied to these Hit Point changes nor
cause Injuries from Massive Damage.
Critical Hits
On an Accuracy Roll of 20, a damaging attack is a
Critical Hit. A Critical Hit adds the Damage Dice Roll
a second time to the total damage dealt, but does not
add Stats a second time; for example, a DB6 Move Crit
would be 4d6+16+Stat, or 30+Stat going by set damage.
Some Moves or effects may cause increased critical
ranges, making Critical Hits possible on Accuracy Rolls
lower than 20. Some effects may also increase Critical
Hit range; if an effect increases Critical Hit Range by
4 for example, on most moves this would indicate a
Critical Hit on accuracy rolls of 16-20.
Note that increased Critical Hit ranges are not counted
as an effect, and do not trigger Serene Grace or Sheer
Force.
Injuries
If an attack deals enough damage, it might cause an
Injury! Generally, this happens when an attack deals
Massive Damage, or damage equal to or greater than
50% of a target’s maximum Hit Points, or when a target
is reduced to a certain Hit Point Marker: 50% of their
maximum Hit Points, 0%, -50%, -100%, and every -50%
thereafter.
Tick of Hit Points: Some effects use this term. A Tick of
Hit Points is equal to 1/10th of someone’s maximum Hit
Points. A Tick Value is what that amount is.
Damage Formula
Putting this all together, the process for calculating
damage is as follows:
1. Find initial Damage Base
2. Apply Five/Double-Strike
3. Add Damage Base modifiers (ex: STAB) for final
Damage Base
4. Modify damage roll for Critical Hit if applicable
5. Roll damage or use set damage
6. Add relevant attack stat and other bonuses
7. Subtract relevant defense stat and damage reduction
8. Apply weakness and resistance multipliers.
9. Subtract final damage from target’s Hit Points and
check for Injuries or KO.
Struggle Attacks
Struggle Attacks are weak and usually untrained attacks
made in desperation by Trainers or Pokémon.
Struggle Attacks may be used by Pokémon and Trainers
alike as a Standard Action.
Trainers without any Combat features often make these
attacks if they try to hit something; Pokémon do so
more rarely, but may do so if they wish to attack without
seriously hurting the target, or are unable to use any
Moves due to Suppression, Disable, or similar effects.
Struggle Attacks have an AC of 4 and a Damage Base of
4, are Melee-Ranged, Physical, and Normal Type. They
may be further modified by Capabilities. When Trainers
use Struggle Attacks, these may be modified by Weapons
the trainers are wielding. Never apply STAB to Struggle
Attacks. Struggle Attacks do not count as Moves, and
effects that alter Moves do not apply to them.
Additionally, if a Trainer or Pokémon has a Combat
Skill Rank of Expert or higher, Struggle Attacks instead
have an AC of 3 and a Damage Base of 5.
Accuracy Check
Whenever you attempt to make an attack, you must
make an Accuracy Roll, and to hit, this roll must meet
or exceed the Accuracy Check.
An Accuracy Roll is always simply 1d20, but is modified
by the user’s Accuracy and by certain Moves and other
effects. Note that modifiers to Accuracy Rolls do not
affect effects from Moves that occur upon specific dice
results, or that increase Critical Hit range. For example,
if you use Flamethrower with an Accuracy Bonus of +4
and roll a 16 on d20 before adding 4, this would neither
be a Critical Hit, nor inflict a Burn.
Note that a roll of 1 is always a miss, even if Accuracy
modifiers would cause the total roll to hit. Similarly, a
roll of 20 is always a hit.
An Accuracy Check is the number an Accuracy Roll
needs to meet or exceed to hit. It’s determined first taking
the Move’s base AC and adding the target’s Evasion.
For example, if using Earthquake, which has an Accuracy
Check of 2, against an opponent with a Physical Evasion
of +4, you would need to roll a 6 or higher on your
Accuracy Roll to hit the target.
A target can willingly choose to be hit by a Move that
would hit when their Evasion is not applied – the user of
the Move must still meet the Move’s base AC.
Dealing Damage
When an attack hits, you apply any effects of the attack
to the target, including damage.
When rolling Damage, check the attack’s Damage Base.
This number serves as a guide for an attack’s strength,
which translates to a specific amount of damage. Many
effects, such as Same Type Attack Bonus or STAB for
short may alter the Damage Base of Moves.
After applying all modifiers that alter Damage Base,
see the corresponding Actual Damage in the Damage
Charts on the following page. This is the roll (or number)
to which you add your Attack or Special Attack Stat.
After you have added your appropriate Attack Stat to
the Actual Damage of the attack, add any additional
modifiers that may apply.
The target then subtracts the appropriate Defense Stat.
Physical Attacks have Defense subtracted from them;
Special Attacks have Special Defense subtracted from
them. If the target has Damage Reduction, that is
subtracted as well. An attack will always do a minimum
of 1 damage, even if Defense Stats would reduce it to 0.
After defenses and damage reduction have been applied,
apply Type Weaknesses or Resistances. A Super-
Effective hit will deal x1.5 damage. A Doubly Super-
Effective hit will deal x2 damage. Rare Triply-Effective
Hits will deal x3 damage.
A Resisted Hit deals 1/2 damage; a doubly Resisted hit
deals 1/4th damage. A rare triply-Resisted hit deals
1/8th damage.
See the Type Effectiveness Chart to see
how Pokémon Types match up against each other.
Same Type Attack Bonus
If a Pokémon uses a damaging Move with which it shares
a Type, the Damage Base of the Move is increased by +2.
This is referred to as ‘STAB’ for short.
Hit Point Loss
Effects that say “loses Hit Points” or that set Hit Points
to a certain value instead of “deals damage” do not have
Defensive Stats applied to these Hit Point changes nor
cause Injuries from Massive Damage.
Critical Hits
On an Accuracy Roll of 20, a damaging attack is a
Critical Hit. A Critical Hit adds the Damage Dice Roll
a second time to the total damage dealt, but does not
add Stats a second time; for example, a DB6 Move Crit
would be 4d6+16+Stat, or 30+Stat going by set damage.
Some Moves or effects may cause increased critical
ranges, making Critical Hits possible on Accuracy Rolls
lower than 20. Some effects may also increase Critical
Hit range; if an effect increases Critical Hit Range by
4 for example, on most moves this would indicate a
Critical Hit on accuracy rolls of 16-20.
Note that increased Critical Hit ranges are not counted
as an effect, and do not trigger Serene Grace or Sheer
Force.
Injuries
If an attack deals enough damage, it might cause an
Injury! Generally, this happens when an attack deals
Massive Damage, or damage equal to or greater than
50% of a target’s maximum Hit Points, or when a target
is reduced to a certain Hit Point Marker: 50% of their
maximum Hit Points, 0%, -50%, -100%, and every -50%
thereafter.
Tick of Hit Points: Some effects use this term. A Tick of
Hit Points is equal to 1/10th of someone’s maximum Hit
Points. A Tick Value is what that amount is.
Damage Formula
Putting this all together, the process for calculating
damage is as follows:
1. Find initial Damage Base
2. Apply Five/Double-Strike
3. Add Damage Base modifiers (ex: STAB) for final
Damage Base
4. Modify damage roll for Critical Hit if applicable
5. Roll damage or use set damage
6. Add relevant attack stat and other bonuses
7. Subtract relevant defense stat and damage reduction
8. Apply weakness and resistance multipliers.
9. Subtract final damage from target’s Hit Points and
check for Injuries or KO.
Struggle Attacks
Struggle Attacks are weak and usually untrained attacks
made in desperation by Trainers or Pokémon.
Struggle Attacks may be used by Pokémon and Trainers
alike as a Standard Action.
Trainers without any Combat features often make these
attacks if they try to hit something; Pokémon do so
more rarely, but may do so if they wish to attack without
seriously hurting the target, or are unable to use any
Moves due to Suppression, Disable, or similar effects.
Struggle Attacks have an AC of 4 and a Damage Base of
4, are Melee-Ranged, Physical, and Normal Type. They
may be further modified by Capabilities. When Trainers
use Struggle Attacks, these may be modified by Weapons
the trainers are wielding. Never apply STAB to Struggle
Attacks. Struggle Attacks do not count as Moves, and
effects that alter Moves do not apply to them.
Additionally, if a Trainer or Pokémon has a Combat
Skill Rank of Expert or higher, Struggle Attacks instead
have an AC of 3 and a Damage Base of 5.