Finished Dungeons and Dragonites! [RPG]

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Are you assuming that a player that isn't supposed to know what's going on knows everything that is going on?
Ummmmm.....crackers? : D
Seriously, though, no, you have a point with that. And I was just trying to think of the realistic potential of pokemon using realistic and pokemon physics.
 
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...
*pulls head out of ground*
*walks over to Mudkip*
*throws Mudkip into puddle*
*walks back to crack in ground*
*reinserts head*

PP2624.png
Kay. I'm good.
 
PP2624.png
...
*pulls head out of ground*
*walks over to Mudkip*
*throws Mudkip into puddle*
*walks back to crack in ground*
*reinserts head*

PP2624.png
Kay. I'm good.

Hey, you can't do that to a corpse!

Any way good point on the mechanic not insta killing us turns before we even hear about it. My bad on freaking out about it but you have to seriously consider things like this if you honestly believe that you're going to get wiped out very soon, which is what I thought was going to happen.
 
For what it's worth, I highly doubt that TGK would institute a mechanic that would mean instant KO to the majority of our party. After all, we've just started the game and this is our very first dungeon. If there is a tidal mechanic, I would think the tides would go out rather than in.

The only issue with saying this (which I hope what you say is the case) is that TDK did decide to make us fight what he said was meant to be a miniboss (as he said somewhere back in the abyss of comments) in the first room before we even understand half of the mechanics of this game and minus a member and then immediately beat not one, not two not even three, but four characters, and do a very significant amount to damage to everyone of us, so to be honest, I wouldn't put it past him to basically wipe us out.
I mean, we don't know how many floors there are (don't tell us, people are each treating dramatic irony differently which is fine, but this is something I think none of us should know at all), and in all likelihood TDK is going to have us face another mini-boss where we were supposed to face Armaldo originally. Plus, we haven't even talked about supplies, or why we are doing any of this. I am trying to role play exactly what I think Sol would do if he was in this situation, but I am having to break character here because if I don't, I think we run a serious risk of losing right here, and believe me, Sol has no idea what is going on.


No complaints, just an infodump of things I have been thinking about since the game started, although I have chosen to leave a lot of a lot out.
 
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There's a rather large difference between moving up a mini-boss fight specifically because of certain actions that a PC took and a very detrimental hidden mechanic that automatically activates after a certain amount of time. The former punishes PCs acting stupidly (which you can debate the goodness of if you like, but at the very least it effectively teaches you that dumb actions have consequences, which is important); the latter just punishes people for no reason (which is simply bad GM decision).
 
There's a rather large difference between moving up a mini-boss fight specifically because of certain actions that a PC took and a very detrimental hidden mechanic that automatically activates after a certain amount of time. The former punishes PCs acting stupidly (which you can debate the goodness of if you like, but at the very least it effectively teaches you that dumb actions have consequences, which is important); the latter just punishes people for no reason (which is simply bad GM decision).
You also have to consider that this is the same GM that even put the POSSIBILITY of encountering a near end game boss inside the first room the players start in....
 
I'm pretty sure he meant the end of this dungeon not the end of the entire game. I would not expect an end-game boss to be able to be taken out by a Lv. 1 party in 3 rounds, but an end-of-dungeon boss, sure.
 
In response to Athena's first post

I was going to post quite a bit, but I feel like it is unnecessary so all I will say is I agree with you Athena, and I am fine with things the way they are, I just felt like the above concern needed to be addressed (for myself not necessarily the game), and I wanted to clear up a couple of other things, although maybe I really do need to clear them up properly. Oh well, we can see what happens.
 
Ok guys let's settle this, how about we revive honedge, and attack all but one anorth so that no matter what we can all level up at least once?
 
Ok guys let's settle this, how about we revive honedge, and attack all but one anorth so that no matter what we can all level up at least once?
Perfectly fine with that because I'm already doing it :p
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WHAAAAT!? High tide! Well better go and start helpin with da door clean up crew.
*walks over to blocked entranceway, starts pecking*
 
Dude instead of helping to measure a second of Eterinity start wailing on these enemies!
 
Actually I really like @Vom's idea on the last page. We can use Honedge's ribbon thing on the sheath to tie the Anorith up once everyone's attacked them this turn and then use that time to revive everyone and maybe try some tricky negotiating stuff.

I get your point that we could just kill them, @bbninjas, but I don't like being dead. :v

Of course, we don't want to revive Honedge before we do this. If he sucks out the Anoriths' souls it really hurts our bargaining potential.

Sorry, celever, but we were never meant to fight armaldo so soon by the looks of it, so this isn't the time to maximize party XP; we need to beat him, and we'll see later that you get some extra experience (for the record, I'm not thrilled with fainted people not getting XP; it makes sense, but it also makes it much harder to keep balance; just look at poor jabberwock; if he dies with a stiff breeze, he'll never get stronger, and this isn't like the game, where we can switch, use rare candies or just grind).

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Organisation: A+

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Tell me about it...

Let's say you and Yeowie target Anorith B, prof.light targets Anorith A, and Vracken revives Jabber so he can target Anorith C?
That basically leaves us with Cypher. Should he attack for a guaranteed KO on Anorith A/C, or revive another fainted player?

Let's have yeowie back me up; I'd like to use shadow sneak for priority, but I don't know if it will be enough; I worry that I'll be too slow if I use dazzling gleam. I'll send the action momentarily.
 
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Since I don't know wtf is attacking what anorth I just put "if I get revived I attack a random anorth with water pulse)
 
It's fine Yeowie, we're just going with Light's plan then. The two of you can take out Anorith A, hopefully then Athena and Jabber will be able to take out their Anorith.
 
Yeah... this was a bit late. School and stuffs.

348.png Huh? Why are some of you guys standing around? Oh well, easy targets!

Armaldo slashes at Cypher333, dealing 34 damage!

Cypher333 fainted!

Cypher, you need to start submitting actions if you want to stay in the game. Consider this a warning.

Vracken revives Jabberwock! Jabberwock is revived at full HP!

professorlight uses Shadow Sneak on one of the Anorith, but the attack bounces of the Anorith's shell!

bbninjas attacks Armaldo with Magical leaf, dealing 16 damage!

348.png GRAAAAAAAAAAAAAAAAAAAAH! This isn't over! Minions, keep going!

Armaldo drops a stone and ran away! Yeowie and Athena, you can feel a magical presence emanating from the stone!

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Yeah!

347.png That's Right!

347.png You're mean!

Athena Attacks one of the Anorith with Muddy Water, hitting it and dealing 3 damage!

Yeowie uses Thundershock on one of the Anorith, hitting it and dealing 7 damage! Anorith Fainted!

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...Yeah...

double o squirtle uses Aerial Ace on where Armaldo used to be, but since Armaldo ran away, double o squirtle keeps going and hits the wall, taking 12 damage!

double o squirtle fainted!

Keeper of Night tries to pull himself out of the ground, but his arm blades get stuck in the ground as well!


the two remaining Anorith use Scratch on professorlight, hitting her and dealing 2 damage each, for a total of 4 damage!

Water begins pouring in through the "puddles" and the back of the room!

Anortih
HP: Anorith C has 10/10 HP, Anorith B has 7/10 HP
Attack: 10
Defence: 10
Special Attack: 10
Special Defence: 10
Speed: 3
Melee Weapon: Scratch
Ranged Weapon: Water Gun

Pokémon: Hondege
Gender: Male
Level: 1
Ability: No Guard [All attack you use will connect with your opponent, but all attacks your opponent uses will connect with you. Removes Normal, Fighting, and Poison immunity.]
Nature: Naughty
Class: Swordsman [Special Ability: Blade Cross: If you move first in combat, your first attack's damage is doubled.]
Melee Weapon: Shadow Sneak [Usually moves first.]
Ranged Weapon: Sacred Sword [No bonus effect.]
HP: 2/2
Attack: 2
Defense: 18
Special Attack: 15
Special defense: 1
Speed: 20

Pokémon: Riolu
Gender: Male
Level: 1
Ability: Prankster [Your non-combat actions will be processed first, regardless of speed.]
Nature: Naive
Class: Cleric [Special Ability: Heal: During a Combat Cycle, instead of attacking, you can PM me "Heal [player that is not fainted]" That player will be healed by a random amount. Also, instead of attacking, you cam PM me "Revive [player that is fainted]" to revive that player to 1 HP.]
Melee Weapon: Extreme Speed [Always goes first, outspeeds other priority moves.]
Ranged Weapon: Flash Cannon [No bonus effect.]
HP: 7/13
Attack: 10
Defense: 16
Special Attack: 13
Special Defense: 19
Speed: 5

Pokémon: Ralts
Gender: Female
Level: 1
Ability: Trace [At the start of combat, this Pokémon will copy a random enemy's ability for the duration of the battle.]
Nature: Timid
Class: Thief [Special Ability: Perception: Upon entering a room, you will be alerted to any oddities in the room. These oddities may be secrets or Traps. You will not be told which are which.]
Melee Weapon: Shadow Sneak [Usually moves first.]
Ranged Weapon: Dazzling Gleam [No bonus effect.]
HP: 6/16
Attack: 4
Defence: 8
Special Attack: 16
Special Defence: 14
Speed: 3

Pokémon: Pichu
Gender: Male
Level: 1
Ability: Lightning Rod [This Pokémon draws in all Electric-type attacks. Electric immunity.]
Nature: Quirky
Class: Mage [Special Ability: Arcana: Certain rooms have Magic Runes in them! Only mages can investigate Magic Runes. You would do this the same way you would investigate other objects]
Melee Weapon: Volt Tackle [Inflicts recoil equal to 1/2 the damage done to the opponent.]
Ranged Weapon: Thundershock [10% chance to Paralyze the opponent.]
HP: 11/17
Attack: 7
Defence: 8
Special Attack: 17
Special Defence: 16
Speed: 15
Special Condition: Tied Up.

Pokémon: Carvanha
Gender: Male
Level: 1
Ability: Speed Boost [at the end of each combat turn, this Pokémon's speed will increase by 1. Goes back to normal after the battle, or if this Pokémon Faints.]
Nature: Naughty
Class: Archer [Special Ability: Arrow Rain: When attacking, you may choose to attack a single target for full damage, or attack 3 targets at once and deal 33% of full damage to each of them.]
Melee Weapon: Crunch [No bonus effect.]
Ranged Weapon: Hydro Pump [No bonus effect.]
HP: 0/5
Attack: 15
Defence: 17
Special Attack: 10
Special Defence: 12
Speed: 15

Pokémon: Budew
Gender: Male
Level: 1
Ability: Natural Cure [At the end of each combat turn, any status effects will be removed from this Pokémon, when applicable.]
Nature: Quiet
Class: Thief [Special Ability: Perception: Upon entering a room, you will be alerted to any oddities in the room. These oddities may be secrets or Traps. You will not be told which are which.]
Melee Weapon: Seed Bomb [No bonus effect]
Ranged Weapon: Magical Leaf [Will always hit, regardless of opponent's speed.]
HP: 5/11
Attack: 13
Defence: 18
Special Attack: 19
Special Defence: 3
Speed: 19

Pokémon: Pawniard
Gender: Male
Level: 1
Ability: Defiant [if any move would lower this Pokémon's stats, it's attack stat goes up by 2. Effect is removed at the end of the battle or if this Pokémon faints.]
Nature: Jolly
Class: Swordsman [Special Ability: Blade Cross: If you move first in combat, your first attack's damage is doubled.]
Melee Weapon: Sucker Punch [If the target is using a damaging attack, this move will go first. If the target is using a non-damaging attack, this move will fail.]
Ranged Weapon: Psycho Cut [No bonus effect.]
HP: 9/15
Attack: 15
Defense: 1
Special Attack: 20
Special Defence: 3
Speed: 7
Special Condition: Stuck in Floor, level 2.

Pokémon: Shellos
Gender: Female
Level: 1
Ability: Storm Drain [This Pokémon draws all Water-type moves to it, Water immunity.]
Nature: Timid
Class: Mage [Special Ability: Arcana: Certain rooms have Magic Runes in them! Only mages can investigate Magic Runes. You would do this the same way you would investigate other objects]
Melee Weapon: Body Slam [30% chance of inflicting Paralysis.]
Ranged Weapon: Muddy Water [No bonus effect.]
HP: 7/13
Attack: 11
Defence: 20
Special Attack: 13
Special Defence: 6
Speed: 18

Pokémon: Murkrow
Gender: Male
Level: 1
Ability: Super Luck [If this Pokémon steps on a Trap Tile, there is a 50% chance that tile will fail.]
Nature: Hasty
Class: Archer [Special Ability: Arrow Rain: When attacking, you may choose to attack a single target for full damage, or attack 3 targets at once and deal 33% of full damage to each of them.]
Melee Weapon: Aerial Ace [Will always hit, regardless of opponent's speed.]
Ranged Weapon: Dark Pulse [No bonus effect.]
HP: 0/12
Attack: 16
Defence: 7
Special Attack: 7
Special Defence: 16
Speed: 15

Pokémon: Mudkip
Gender: Polygender
Level: 1
Ability: Damp [Explosion-based attacks and traps will fail on this Pokémon.]
Nature: Brave
Class: Knight [Special Ability: Guard: During a Combat Cycle, you can PM me "Guard [player]", and there is a chance you will guard that player, determined by their speed stat.]
Melee Weapon: Ice Ball [No bonus effect.]
Ranged Weapon: Water Pulse [20% Chance of causing Confusion on target.]
HP: 0/17
Attack: 16
Defence: 7
Special Attack: 6
Special Defence: 15
Speed: 5

Pokémon: Swablu
Gender: Female
Level: 1
Ability: Natural Cure [At the end of each combat turn, any status effects will be removed from this Pokémon, when applicable.]
Nature: Sassy
Class: Knight [Special Ability: Guard: During a Combat Cycle, you can PM me "Guard [player]", and there is a chance you will guard that player, determined by their speed stat.]
Melee Weapon: Dragon Rush [No bonus effect.]
Ranged Weapon: Moonblast [No bonus effect.]
HP: 0/13
Attack: 8
Defence: 6
Special Attack: 14
Special Defence: 4
Speed: 11

Pokémon: Espurr
Gender: Male
Level: 1
Ability: Keen Eye [No effect.]
Nature: Modest
Class: Cleric [Special Ability: Heal: During a Combat Cycle, instead of attacking, you can PM me "Heal [player that is not fainted]" That player will be healed by a random amount. Also, instead of attacking, you cam PM me "Revive [player that is fainted]" to revive that player to 1 HP.]
Melee Weapon: Fake Out [will always move first in the first turn of combat. If used on the first turn of combat, the opponent flinches and loses their attack for that turn. Can't be used past the first turn.]
Ranged Weapon: Psyshock [Hits opponent's defence, not special defence.]
HP: 0/15
Attack: 11
Defence: 1
Special Attack: 5
Special Defence: 17
Speed: 13

@Jabberwock @Vracken @professorlight @Yeowie @Vom @bbninjas @Keeper of Night @Athena @double o squirtle @Empoleon_master @Celever @Cypher333
 

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