I was thinking that one of the most annoying aspects of pokemon battles is the luck factor.
This has nothing whatsoever to do with skill, team selection, strategy, etc.
A close game can be won or lost because of luck.
Some examples (You all have stories like this to tell!)
90% attacks that miss twice in a row.
Being frozen by Ice Beam, and staying frozen for 8 turns!
Crits that happen when your enemy is on 5% health, so wasted.
Toxic...missing...Aaaugh!
Luck is why OHKO moves are banned!
Swagger was removed for much the same reason...simply too much luck at play.
So why stop there!
So how about a:
No Luck mod.
Basically an attempt to eliminate luck as much as possible from the game.
Now if you think to yourself: "I have no problem with the element of chance in pokemon battles", well, good for you, there are dozens of formats for you to play in.
But if you want to see how the game plays with little to no luck, then why not allow that option?
It is also useful for testing balance issues.
Obviously we can't be 100% successful at eliminating ALL chance, this isn't chess after all.
Also, some luck aspects should remain:
The damage a move deals should still vary as it does now (minus crits) to give some variance and flavour.
"Luckily" predicting the switch in and hitting for effective damage are obviously important parts of the game and arguably a skill based on experience.
But other that that, what can we do to reduce/eliminate luck as much as possible:
(I'm not suggesting the following are exactly what should happen, but merely examples to be used to discuss how to create the meta.)
STATUS
Before we can deal with damaging moves, we need to look at status moves...because frankly they are a mess!
We have....oh, so many states a pokemon can be in.
States are important, we can't simply eliminate them, or we'd have a very dry game.
So let's split them into three categories:
Permanent, unless cured, a pokemon with these statuses will keep them until it is KO'ed:
Paralysis
Burned
Poison
Toxic
Temporary, these statuses will automatically be cured after time:
Sleep
Confusion
Frozen
Battle: The effects last until the pokemon faints, or is switched out:
Leech
The "Sleep clause" exists because there are several moves that cause sleep, and apart from very rare cases, is a totally debilitating status.
But what if by chance you freeze 3 opponents? Rare, but it can (and does) happen.
Of these 4, only frozen cannot be caused directly by a status move. It is ONLY caused by a low-chance from a damaging move.
So, all status moves are now 100% accurate, no more 90% toxic misses.
As there is no move that can freeze directly, or with a higher chance than 10% (that I could find), meaning it is purely a "lucky" status to inflict.
Duration
Paralysis slows the pokemon, but also has a 25% to cause that pokemon ot not move at all.
Sleeping pokemon will wake up, again by chance.
Frozen pokemon have a chance to defrost every turn.
DAMAGING MOVES:
There are hundreds of damaging moves in Pokemon, some are as inaccurate as 50%! 70% or 80% are very common. There are even ones that are 95% accurate...How infuriating for this move to miss!
Yes, this does add "flavour" to combat, but in this mod, we can try and give moves other ways to be differentiated.
"Normal" moves.
These are moves that inflict damage and have either no, or less than 10% chance at a side effect.
Thunderbolt, flamethrower, ice beam etc etc.
All these moves are balanced to be 100% accurate.
The "Base" moves to consider are 15pp, 100% accurate 100 damage.
If the move varies widely from that, ask the question: "Why"
Why is heat wave 90% accurate? Why would a pokemon who can learn flamethrower take this nove instead? There is no reason, the only pokemon who run with this attack are those that have no decent options...like Zapdos.
Let's just jump the accuracy to 100, and drop the damage to 85.
It already has a reduced pp of 10 from Flamethrower's 15.
So, higher damage moves may have lower pp, to compensate for the accuracy bump.
What about "weather moves"
Exceptions to moves that are affected by weather:
Hydro Pump, Blizzard, and Thunder. (Any others I might be missing?)
Instead of becoming less accurate, Thunder, Blizzard, and Hydro pump instead decrease in damage without their associated weather.
Thunder:
In rain: 100% accurate, 110 damage always paralyses
Outside of rain 100% accurate, 70 damage, no paralysis.
Blizzard:
In Hail: 100% accurate
CRITICAL HITS
Extra damage from critical hits is wrapped up into the overall damage the move causes, effectively boosting all damage for all moves across the board.
This would be based on a the % chance of a crit occurring for each event (Base chance, "higher chance", focus energy etc) multiplied by the boost in damage.
Moves that have or cause a higher crit chance are therefore boosted more.
So for example let's say a move has base damage of 100, and a 10% chance of this being critical, to cause 50% more damage.
If the pokemon uses Focus Energy, this base damage is simply increased to 110 (I know that's not the exact maths, this is an illustration only).
Every hit does 100 base damage and a critical bonus of 5%, for total damage of 105
The Abilities
Battle Armor and
Shell Armor and the effect of
Lucky Chant will remove the extra 5%
All moves that can crit, crit all the time, but only for the average damage based on the chance to crit multiplied by that boosted amount.
SIDE EFFECTS:
Wow, the biggy...what to do about side effects.
Let's use Freeze Shock as an example:
It has a 90% chance to hit, but at base 140 damage, that miss is gonna suck!
then it has a 30% chance to paralyse the target.
Paralysis is a reduction in speed, and a 25% chance of not moving at all.
So using Freeze Shock could:
Miss altogether
Hit but only do damage
Hit and paralyse
Hit with critical damage only
Hit with critical damage and paralyse
afterwards:
The opponent may move
The opponent may not move
That's an awful lot of possible outcomes for one move!
It may seem harsh, but removing side effects seems the only possible choice to reduce the luck factor.
Attacking moves that have a %Chance at a side effect have that side effect removed, and damage balanced accordingly depending on the "severity" of the side effect, so Ice Beam goes to 100 damage, up from 90.
However Flamethrower is only boosted to 95 damage as burn is a less "severe" status than frozen.
Obviously lots of discussion will be had about how to incorporate side efects into damage, some moves are very complicated to remove all luck from.
Dynamic Punch is a 50% accurate move that confuses the target, and we know confusion itself either does nothing at all, or causes the pokemon to hurt itself instead of you, possibly evenly killing itself.
Look, there's a lot to discuss here as to the HOW...
But firstly, is there enough interest for this discussion to continue?