Pokemon Mystery Dungeon RP
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Energy System and Dice
Posts : 5153
Poké : 290
Join date : 2012-07-23
Location : Jabberwock Island
|Subject: Energy System and Dice Wed Aug 01, 2012 4:42 am|| |
Energy and Dice
Energy is what allows you to interact with Dungeons; it is required to Enter Dungeons and roll dice for Items and Encounters.
Your character has an amount of Energy, called Total Energy, calculated based on their species and level. You will need to calculate a character’s Total Energy during character creation, and it will increase each time they level up and/or when they evolve.
The first step in calculating your character’s Total Energy is to find their Base Energy. A character’s Base Energy is determined by their species’s total base stats. Not sure what a given Pokémon’s total base stats are? No worries, there are tables for that.
Click here to see a table of all Pokémon and their stats.
Find your character’s species on the table and look for the corresponding number in the Total column. You can find your Pokémon easier by utilizing CTRL+F. That is your character’s base stats. From here, we look at the following table and see what the character’s Base Energy is.
Total Stats Base Energy
1 - 100 = 5
101-200 = 8
201-300 = 11
301-400 = 14
401-500 = 17
500+ = 20
Note that form changes such as Mega Evolution will NOT affect your Base Energy.
After finding your Base Energy, you add your level to it to get your Total Energy. 1 level equals 1 Energy. As an example, let’s find the Total Energy of a level 5 Bidoof character. From the stats table, we can find that Bidoof’s total stats equals 250. On the Base Energy table, we can see that 250 falls into the 201-300 range, meaning that a Bidoof’s Base Energy equals 11. Finally, we add the character’s levels (5) to the characters Base Energy (11) for a Total Energy of 16.
When the Bidoof character gains a level, becoming level 6, their Total Energy will also increase by 1, to 17. When a character evolves, their Base Energy will likely change. Bidoof evolves into Bibarel at level 15. Let’s first calculate Bidoof’s Total Energy at level 14, just before evolving. 11 (Bidoof’s Base Energy) + 14 (the character’s level) = 25. Now let’s give the Bidoof character a level, bringing them to level 15 and allowing them to evolve into Bibarel. Now we have to determine if Bibarel has a different Base Energy by checking its total stats. Bibarel’s total stats is 410, meaning it’s Base Energy has increased to 17. Finally, we add the new Base Energy (17) to the character’s level (15) for a new Total Energy of 32.
Once you’re in a Dungeon, you must start tracking Current Energy (sometimes just referred to as “Energy”). Current Energy is a count of how much Energy your character has remaining, and can be influenced by Encounters, Moves, Abilities, Status Conditions, and Items.
NOTE: Your Current Energy CANNOT be negative; it will never go below 0. Also of note, your Total Energy is effectively a starting point, and is NOT a cap. In certain situations, your Current Energy can exceed your Total Energy.
Dice are essential to the Dungeon Exploring experience. Discovering Items and Encountering Pokémon, Traps, and other phenomena is all done through the process of rolling dice. Rolling dice is relatively simple, but there are certain guidelines and procedures that must be followed when doing so.
Rolling the Dice
Before you can roll dice, you must meet the following requirements:
To roll dice, you use the dice code: [roll="name of die"][/ roll]
- In most situations, in order to roll dice, you must be in a Dungeon. Some special cases, events, or locations may also have you roll dice, and these likely have their own rules related to them.
- You cannot roll until after the fifth (5th) Post in a thread. That is total Posts; if you’re making the sixth Post in a thread, you’re good to roll.
- You cannot roll more times than you have Energy. E.g. if you only have 4 Energy at a given time, you can only make 4 rolls at that point.
- You can only roll a maximum of 10 times per character per Page in a thread, even if you have more than 10 Energy.
"Name of die" usually means the name of the Dungeon you’re rolling in. For example, Pecha Forest would be: [roll="Pecha Forest"][/ roll] There are some exceptions to this, however.
"The" is never included in dice names. E.g. The Ruined Chateau’s dice code would be: [roll="Ruined Chateau"][/ roll]
The Black Spear Mountain Range and Black Spiral Staircase Dungeons have unique dice names that do not match the Dungeon names. These are "Black Spear Mountain" and "Black Spiral", respectively. E.g. [roll="Black Spear Mountain"][/ roll] and [roll="Black Spiral"][/ roll].
Additionally, you can roll multiple instances of dice at once by putting a number between "]" and "[". E.g. [roll="Pecha Forest"]5[/ roll] will roll 5 instances of Pecha Forest’s dice.
You WILL NOT get the result of the dice roll until you Send your Post. You cannot choose whether the Encounter is a Pokémon, an Item, a Trap, or some other event. It is advised that you roll the dice one Post before you actually plan to Encounter/find something.
IMPORTANT: You SHOULD NOT EDIT a Post in which a dice roll has been made, as it will change the outcome. As stated in the site’s main rules thread, anyone found to have deliberately edited their Posts to get a different result will get an automatic 5 day ban from the forum. Roll results are blocked when you Preview a Post, so use the Preview function to make sure your Post looks the way you want it BEFORE sending.
NOTE: In order for the rolls to actually function, you must remove the space between "/" and "roll". This is done here so the codes can be written out, rather than actually triggering and rolling.
Using Energy and Dice
Now that you understand the fundamentals of the Energy and Dice systems, it’s time to use them together to explore Dungeons.
When Entering a Dungeon, a certain number of Energy will be subtracted from your Total Energy. The Entry Cost of a Dungeon will be noted in that Dungeon’s description. You cannot Enter a Dungeon if it would reduce your Energy to 0.
E.g. A level 15 Bibarel character has 32 Energy. Entering Pecha Forest, with an Entry Cost of 5, means that the Bibarel character will start the thread with 27 Energy (32 - 5). The Bibarel character could Enter any Dungeon with an Entry Cost of 31 or less. They could not Enter any Dungeon with an Entry Cost of 32 or more.
There are a variety of things to Encounter in Dungeons; Items of varying usefulness; Pokémon of varying difficulty; Traps, some good and some bad; and, in some Dungeons, other strange phenomena.
Most Encounters have an Energy cost, often referred to as an Encounter Cost; but some may actually increase your Energy or have a unique effect. After you roll Encounters, resolve their Encounter Costs in order (left to right, top to bottom).
E.g. If a character with 10 Energy Encountered the following:
The character would be at 4 Energy. Here’s the math:
10 (Current Energy) -5 (Hoothoot) = 5 -1 (Pecha Berry) = 4 -5 (Hoothoot) = 0 (Remember, you cannot go below 0 Energy) +5 (Trap!) = 5 -1 (Pecha Berry) = 4.
Some Pokémon Encounters also have an Item attached. These Items are held by the Pokémon, and can only be obtained through the use of certain Items, Moves, or abilities, as detailed later in this thread. If you can’t obtain the Item through any of these means, then it is either used by the Pokémon holding it or otherwise lost or destroyed.
Example of a Pokémon with a Held Item:
Some Pokémon Encounters have a Status Tag. This means that Pokémon applies the respective Status Condition to the Pokémon who rolled it. The effects of Status Conditions are explained later in this thread. If your character has an Ability that grants it immunity to a certain Status Condition, or it’s Type has an innate immunity to a given Condition, you can ignore the Status Tag when that character Encounters them.
Example of a Pokémon with Status Tag:
Energy Restoration and Status Conditions
There are ways outside of Encounters to regain Energy; the easiest of which is to simply rest and wait. Items and moves can also increase your Current Energy, as noted later in the thread. However, Status Conditions can affect this, and even stop you from rolling new Encounters.
All characters can restore Energy through Natural Regeneration. Natural Regeneration (or “Natural Regen”) occurs at the start of each new Page (starting on the second Page), and restores 1 Energy.
This, however, is a very slow process. You can gain Energy faster, and in a greater amount, by using Restoration Moves and Healing Items. These Moves and Items are detailed later in the thread.
As stated before, some Pokémon Encounters have Status Tags, which means the Pokémon inflicts a Status Condition on your character through some means. Certain Moves, Abilities, or Items may also inflict a Status Condition on your character. Status Conditions can be healed using certain Moves, Abilities, or Items, and some Pokémon have an Ability that completely prevents gaining certain Status Conditions. Pokémon of certain Types also have innate immunities to certain Status Conditions.
Burn: When affected by Burn, a character loses 1 Energy each Page for the next 5 Pages, instead of restoring Energy.If a Status Condition is removed early, the effect ends early as well. Using a Reviver Seed when you hit 0 Energy also removes the status condition.
Poison: When affected by Poison, a character loses 1 Energy each Page for the next 5 Pages, instead of restoring Energy. However, if Badly Poisoned (such as by the Move Toxic), the character loses 2 Energy each Page for the next 5 Pages instead.
Paralysis: When affected by Paralysis, a character can only roll a max of 5 times per Page, instead of the normal max of 10, for the next 5 Pages.
Sleep: When affected by Sleep, a character cannot perform any rolls for the rest of the Page.
Freeze: When affected by Freeze, a character cannot perform any rolls for the rest of the Page and the entirety of the following Page.
Tips and Further Notes
You can gain Energy beyond your Total Energy—it is not a cap. This means you can spam using Healing Items like Oran Berries to reach a Current Energy count of 500 if you really want to—just remember that when you leave the Dungeon, any extra Energy is wasted.
Keep track of your Current Energy by noting it at the beginning or end of your Posts. Either every Post, or only when it changes. Moderators will be on the prowl and will likely spot miscalculated Energy. Frequent miscalculations or intentional fudging of numbers will likely result in moderator intervention, and you may be penalized.
Did you know there’s a Home Dungeon system? If your character meets certain requirements, they can make a Dungeon their Home, and ignore the Entry Cost when Entering that Dungeon.
To make a Dungeon your character’s Home, they must meet the following requirements:
If you’re interested in making a Dungeon your character’s Home, you can apply here.
- The character is NOT a Guild Member.
- The character is NOT a Shop Owner.
- The character CAN Enter the Dungeon normally. (I.e. their Total Energy is greater than the Dungeon’s Entry Cost.)
- The character IS NOT already living in a Dungeon. (A character can only have one Dungeon as their Home at a time. By moving to a different Dungeon, you lose the Home benefits of the previous Dungeon and will have to pay its Entry Cost when exploring there.)
- The character has to have GOOD REASON for living in the Dungeon. This is to prevent meta-gaming.
Escorting During Events
During Events, it is possible for a character with a higher Total Energy to bring up to two other characters (who would otherwise not be able to Enter a given Dungeon) with them. However, this increases the Entry Cost for the escorting Pokémon by 5 per Pokémon escorted.
The Energy of the two escorted Pokémon is also reduced to 0 at the start of the thread, and must be restored using Items for them to continue.
If you want to use this feature, contact an Admin or other member of site staff and confirm with them beforehand so that you do not risk using it in the wrong situation. You must also tag the thread with [Event] and/or the event’s name to make it clear to moderators that this is what your thread is for.
Last edited by Solilo on Thu Jan 28, 2021 7:41 pm; edited 10 times in total
Posts : 7933
Poké : 3220
Join date : 2012-11-18
Location : Echo World
|Subject: Re: Energy System and Dice Thu Mar 27, 2014 11:46 pm|| |
Energy and Dice: Items and Moves
Any Items or Moves that can affect Energy is listed here for ease of access. Remember that you can use CTRL + F to search the Page.
Berries and Other Food ItemsApple - Restores 5 Energy
Big Apple - Restores 7 Energy
Huge Apple - Restores 10 Energy
Perfect Apple - Restores 50 Energy
Grimy Food - Restores 10 Energy, and inflicts a Status Condition of your choice (it cannot be one the character is immune to). This instance of a Status Condition will not fade over time, meaning it must be cured using an Item or Move.
Gummi - Restores 1 Energy if it doesn’t match the character’s Type; Restores 3 Energy if it does.
Oran Berry - Restores 10 Energy.
Sitrus Berry - Restores 15 Energy.
Gold Berry - Restores 30 Energy.
SeedsHeal Seed - Cures all Status Conditions.
Life Seed - Permanently increases the character’s Total Energy by 1.
Reviser Seed - When a character’s Energy reaches 0, it is restored equal to their Total Energy. When the next Page starts, Energy is reduced to 0 and the character’s Natural Regeneration is reduced to 0 for the following Page.
Reviver Seed - When a character’s Energy reaches 0, it is restored equal to their Total Energy, and cures all Status Conditions.
Tiny Reviver Seed - When a character’s Energy reaches 0, it is restored to half their Total Energy.
Energy Seed - Restores 20 Energy.
Accessories and Hold ItemsBig Root - The Moves Absorb, Drain Punch, Draining Kiss, Dream Eater, Giga Drain, Horn Leech, Leech Life, Mega Drain, Oblivion Wing and Parabolic Charge restore 5 additional Energy when used, and Aqua Ring, Leech Seed, and Ingrain restore 1 additional Energy per Post.
Black Sludge - Increases Natural Regen by 1 for Poison-Types. Reduces Natural Regen for all other Types.
Defense Scarf - Reduces the Encounter Cost of Pokémon by 1.
Heal Ribbon - Increases Natural Regeneration by 2. (Every Page now restores 3 Energy instead of the normal 1.)
Leftovers - Increases Natural Regeneration by 3. (Every Page now restores 4 Energy instead of the normal 1.)
Life Orb - Reduces the Encounter Cost of Pokémon by 5; however the character’s Natural Regeneration is negated, and they lose 5 Energy per Page instead. This Item makes the user stronger but damages the user with each attack.
Lucky Ribbon - Reduces the Encounter Cost of Items by 1.
Munch Belt - The wearer's attack and special attack become more powerful, but all Encounter Costs are increased by 1.(E.g. Encountering a Pokémon that normally costs 5 Energy now costs 6.)
Stamina Band - Reduces the Encounter Cost of Pokémon, Traps, and Items by 3. (Encounters that normally cost 1 Energy are reduced to 0. Does not affect Dungeon Entry Costs.)
Trap Scarf - You may choose which Traps you want to Encounter, meaning you may ignore negative Traps if you want to.
Foe-Fear Orb - Wild Pokémon will run away, and half of the Energy lost (rounded up) by Encountering them will be restored.
House Orbs - You can roll the dice for the Dungeon you are in 10 times, only acknowledging Pokémon Encounters. The Encounter Costs for these Pokémon are reduced to 0. (The rolls made by this orb ignore the normal rolls per Page limit.)
Itemizer Orb - Can be used on a Pokémon Encounter to ignore the Encounter Cost and change it into an Item. The next Item you roll is what it turns into, and you still pay the Encounter Cost of that Item.
Mug Orb - Steals the Item from a Pokémon Encounter with a Held Item.
Trapbust Orb - Using this Item will allow you to negate a Trap Encounter of your choice.
Trapper Orb - When used, roll the Trapper Orb Dice. Obey the result as you would any other Trap you roll. The Trapper Orb die is as follows: [roll=”Trapper Orb Dice”][/ roll] (Remember to remove the space between “/” and “roll”.)
Trawl Orb - You can roll the dice for the Dungeon you are in 10 times, only acknowledging Item Encounters. The Encounter Costs for these Items are reduced to 0. (The rolls made by this orb ignore the normal rolls per Page limit.)
Note: More Items/Moves may be added over time, so be sure to check back every now and then!
Moves cannot restore Energy beyond a character’s Total Energy. When a Move restores a fraction of your Total Energy, always round up to the nearest whole number. Moves can be used once every 5 Pages. If you’re looking for a Move and it’s not here, feel free to ask a member of staff.
Absorb - The user picks a previous Pokémon Encounter, rolled by either you or your partner(s), and restores their own Energy by ⅓ the Encounter Cost. Each Encounter can only be used once.
Aqua Ring - The user restores 1 Energy per Post until the end of the Page.
Drain Punch - The user picks a previous Pokémon Encounter, rolled by either you or your partner(s), and restores their own Energy by the Encounter Cost. Each Encounter can only be used once.
Draining Kiss - The user picks a previous Pokémon Encounter, rolled by either you or your partner(s), and restores their own Energy by ½ the Encounter Cost. Each Encounter can only be used once.
Dream Eater- The user picks a previous Encounter, rolled by either you or your partner(s), and restores their own Energy by that Encounter’s cost. Each Encounter can only be used once. The target must be put to Sleep first.
Floral Healing - The user restores the target’s Energy by ½ the Target’s Total Energy. If Grassy Terrain is active, the target’s Energy is restored by ⅔ their Total Energy instead.
Giga Drain - The user picks a previous Pokémon Encounter, rolled by either you or your partner(s), and restores their own Energy by the Encounter Cost. Each Encounter can only be used once.
Grassy Terrain - The user turns the ground to grass. This restores 1 Energy for all Pokémon on the ground for each post (or 1/16th of their energy per post, whichever is higher). i.e. a minimum of up to 5 energy per character in the thread. It also powers up Grass-type Moves.
Heal Order - The user restores their Energy by ½ their Total Energy.
Heal Pulse - The user emits a healing pulse that restores the target’s Energy by ½ their Total Energy.
Healing Wish - The user’s Energy is reduced to 0. The user’s allies’ Energy is restored equal to their own Total Energy, and they are cured of all Status Conditions.
Horn Leech - The user picks a previous Pokémon Encounter, rolled by either you or your partner(s), and restores their own Energy by the Encounter Cost. Each Encounter can only be used once.
Ingrain - The user lays roots that restore 1 Energy per Post until the end of the Page. The user is fixed to the ground and cannot move during this time.
Leech Life - The user picks a previous Pokémon Encounter, rolled by either you or your partner(s), and restores their own Energy by the Encounter Cost. Each Encounter can only be used once.
Leech Seed - The user plants a seed on a Pokémon Encounter, rolled by either you or your partner(s), and restores their own Energy equal to the Encounter Cost at a rate of 1 Energy per Post.
Life Dew - The user restores the energy of themselves and their allies in the thread by ¼ of their total energy.
Lunar Dance - The user’s Energy is reduced to 0. The user’s allies’ Energy is restored equal to their own Total Energy, and they are cured of all Status Conditions.
Mega Drain - The user picks a previous Pokémon Encounter, rolled by either you or your partner(s), and restores their own Energy by ½ the Encounter Cost. Each Encounter can only be used once.
Milk Drink - The user restores its own Energy by ½ its Total Energy. Alternatively, it can restore the same amount to an ally.
Moonlight - The user restores an amount of Energy, depending on the weather. No weather, strong winds: ½ Total Energy; Harsh Sunlight: ⅔ Total Energy; all other weather: ¼ Total Energy.
Morning Sun - The user restores an amount of Energy, depending on the weather. No weather, strong winds: ½ Total Energy; Harsh Sunlight: ⅔ Total Energy; all other weather: ¼ Total Energy.
Pain Split - The user adds their current Energy and the target’s current Energy together, then divides it evenly between them. (There is no reason to use this against Encountered Pokémon.)
Parabolic Charge - The user picks 3 previous Pokémon Encounters, rolled by either you or your partner(s), and restores their own Energy by ⅓ the combined Encounter Costs. Alternatively, the user picks 1 previous Pokémon Encounter, rolled by either you or your partner(s), and restores their own Energy by ½ the Encounter Cost.
Pollen Puff - If the target is an ally, it restores the ally’s Energy by ½ their Total Energy.
Present - The user restores the target’s Energy by ⅕ their Total Energy.
Purify - The user cures the target’s Status Conditions. If the Move succeeds, it also restores the user’s Energy by ½ its Total Energy.
Recover - The user restores its own Energy by ½ its Total Energy.
Rest - The user goes to Sleep for the remainder of the Page and the next. This fully restores the user’s Energy to equal their Total Energy and cures all Status Conditions. (The character is not required to actually sleep in roleplay for the full duration, but still suffers the penalties of the Sleep Status Condition.)
Roost - This restores the users Energy by ½ its Total Energy. Flying-Types are susceptible to Ground-Type attack’s while using Roost.
Shore Up - The user restores its own Energy by ½ its Total Energy. In a sandstorm, its Energy is restored by ⅔ its Total Energy instead.
Slack Off - The user slacks off, restoring its own Energy by ½ its Total Energy.
Soft-Boiled - The user restores its own Energy by ½ its Total Energy. Alternatively, it can restore the same amount to an ally.
Strength Sap - The user picks a previous Pokémon Encounter, rolled by either you or your partner(s), and restores their own Energy by the Encounter Cost. Each Encounter can only be used once.
Swallow - The user restores its own Energy depending on how many times its used Stockpile. Stockpile x1: ¼ Total Energy, Stockpile x2: ½ Total Energy, Stockpile x3+: Fully restores Energy to equal their Total Energy.
Synthesis - The user restores an amount of Energy, depending on the weather. No weather, strong winds: ½ Total Energy; Harsh Sunlight: ⅔ Total Energy; all other weather: ¼ Total Energy.
Wish - On the user’s next Post, it restores its own Energy by ½ its Total Energy.
[roll="Dungeon Name"][/ roll]
Avatar art by Scypho!
Energy System and Dice