Substitution Rules Re-Re-Re-Re-Re-Re-Wegetit-visited

Its_A_Random

A distant memory
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Context:
Taunt~Taunt~Taunt
IF
(NOT Taunt while you are faster) AND (NOT Pain Split while you are faster) THEN Earthquake the first time, Dig the second, Earthquake the third

Saying that this is absolutely preposterous. Why is this allowed?? This is literally two substitutions written as one, but since it uses a negative, it's acceptable? This looks to be legal with the new substitution rules, but this definitely shouldn't be allowed. Alternatively, if this is something we want in the metagame, then the following substitution should also be legal as a single substitution:

If Pain Split, Taunt. If Taunt, Pain Split.​

That should be legal, because that's exactly the same as that substitution (unless I'm missing something here). If someone is a new user trying to get into ASB, this is asinine to learn how to craft a proper substitution when something like Mowtom's substitution is allowed. Note that I'm not bashing him; it's a brilliant substitution and a great loophole. I bring it up not to diminish his abilities as a player, but to correct this for all future battles.
I don't have an opinion, here. Nor I intend to have one. But some food for thought: is that a bad thing? Yes, this means that subs are indeed more powerful, but is that a bad thing? The player ordering last still has the hindsight upperhand. If the player ordering first knows exactly what the player ordering last can do to throw a wrench on his plans, then why not give him the means to prevent that from happening?

The reason why I want people to think about it is simple really: subs exist to lower the insane advantage the last-to-order player has against the first-to-order player. Sometimes I see people complaining because subs are less abusable due to some recent rule changes and that that is a bad thing because the player did make a mistake and should pay etc etc. But the subs' purpose is to lower the advantage of the last player, not increase it, so the risks of using a sub should be lower because otherwise their role in our game would possibly backfire more often than we'd want (which means that as far as their purpose is concerned, it being less abusable is a good thing). This discussion follows the exact same logic: subs are supposed to give the first player tools to fight against the last player, so if the sub can do that very well, then shouldn't it be a good thing?

The question here lies upon balancing how good subs should be so the first player doesn't have a too good of an advantage (in other words: the subs shouldn't just change who has the advantage: it should only lower the gap). If you compare the old rules with the new rules, then yes the First Player is on a better position compared to before. But that was by design, because we considered that the Second Player still has a big advantage. Maybe we went too far on that. Maybe not. I don't know. Nor I intend to enter in that specific matter (the council can/should decide it honestly). But what I need to make clear is that: if your issue with the new rules is because "you can write two subs as one", then...well...that is the intention? Make subs better. That complaint will only be adequate and acceptable if you are arguing that, because of that, the boost given by subs to the player ordering first is too good. That the system is unbalanced. That should be the basis of your argument if we want to get productive here.

Regarding subs being complicated, yes they are. And I personally hate that myself as well. But the "NOT" usage isn't the most complicated thing subs have by far (it may be the newest and least explored, but not the most complicated). If you want subs to be simpler than you gotta swing your axe in many other directions to do it properly.
Stating that there are "larger problems with subs" is not a legitimate reason why we shouldn't disallow this strategy. This is a gaping problem, from my perspective, so we may as well fix things as they come up.

I'd agree that ordering first can be a pain, and that ordering second is a huge advantage. It's why people deny counterswitching, because they want to abuse substitutions and get momentum. I would be fine with us giving some more power to the player ordering first. But not like this. If we allow substitutions like the one I quoted before, then we're basically smiling and nodding at loopholes without our own rules. It's a steep learning curve for new users and looks like a bug in the system to me. If we do allow it in order to give more power to ordering first, then allow the type of substitution I listed (If Solar Beam, Mirror Coat. If Leaf Storm, Mirror Coat.). Because they're the exact same thing.
The sub you've given is illegal because you're widening the scope. That is to say, there are two clauses which together cause the substitution to activate in less cases than if either was removed. Oh, and you're also giving two different end results 9.9

...

Doesn't mean I don't disagree that there's a broken bit though. I think it's something that caught up in vagueness - the aim was to allow for subs (In this case, in doubles vs opponents X and Y) like,

"IF (X uses Double Team) AND NOT (Y uses Wide Guard) AND NOT (Y uses Encore (A) on the following action) AND NOT (X uses Encore (A) on the following action) THEN Rock Slide"

Which I believe we should have - this is a complex sub, but I doubt anyone's going to claim it's unfair.

The issue, for me, is that we allow to have multiple attack clauses on the same mon's action. My proposal would be to clarify the original intent behind 'one attack clause per mon per action'

So, in a doubles, if you have your team A and B, and your opponent has X and Y out, you can make an attack clause that is along the line of "IF X uses Focus Punch AND Y uses Protect (X) AND X uses Chill on the following action, THEN". This should be legal - each 'action frame' (In this case, 'this action' and 'the following action') has at most one move sub based on any one mon.

This means that you can sub around follow-up Encores, Copycats, etc. (something direly missed from old ASB), but you can't sub for "IF (X uses Damaging Grass Attack) AND NOT (X uses Razor Leaf) THEN Mirror Coat", since you're trying to sub for two attack clauses in X's single 'action frame'.
So from what I can get from dogfish44 is that in order to have multiple AND NOTs in a thing, you need to be referring to different actions?

Edit: thats his suggestion, not the status quo
I'm pretty sure that I need to weigh in here, even if only because my sub started this.

I don't really have an opinion on whether what I did should be allowed or not. If we want to enact Dogfish's proposal I am totally fine with that, although I would like to point out that Birkal's "If Pain Split, Taunt. If Taunt, Pain Split." is drastically different than what I did. That sub has two different triggers and two different activations, while any sub of the form I created would do the same thing regardless of which trigger caused it. This is also true for the infamous phoenixsubs and galesubs.
except that the main example frosty used was IF fighting move AND NOT focus blast? the doubles boon was an aside, and you get one clause per mon, INCLUDING yourself. the only even possibly unintentional thing was AND NOT AND NOT without an AND YES, but even so i don't think it's bad.
I can't see the example in his post. Link? (Note: I was the person who (along with many hour plus long chats with Stratos) wrote the wretched rules.)

Here's an except from the original conversations set up where we discussed rule 9;


1) Seems sensible. KO Subs are a subset of Chance Subs, but the split makes sense atm.
3) That seems fine.

2) Rule 9 is a way to ensure 'NOT Move' is workable. Easiest to explain with examples.

Example 1 [Singles]:
Drain Punch ~ Close Combat ~ Drain Punch
IF Protective/Evasive Action AND following action is NOT Encore, THEN Swords Dance AND Push Back

This would be legal - in each action the sub checks only one Attack Clause is used.

Example 2 [Doubles]:

Hyper Voice ~ Dazzling Gleam ~ Hyper Voice
IF X uses a Protective Action AND Y uses Light Screen THEN Snatch

This would be legal - Rule 9 states that you get one attack clause per action per enemy per substitution.

Example 3 [Singles]:

Earth Power ~ Mud Bomb ~ Earth Power
IF NOT Counter AND NOT Protective/Evasive action THEN Earthquake

This would be illegal, since there are two 'attack' clauses for the same single opponent for the same action

If you need more examples or somethin' lemme know, I'm literally about to go sleep now so my brain isn't at full power.

I think that's a very good way to deal with "NOT" clauses .-.

IMO, just make it so you have 1 attack clause per Pokémon on the field. Not "number of Pokémon on the field", as that would get people saying they get 4 attack clauses in doubles and using them to sub for a single mon.

Everything else looks good to me.

(Emphasis mine)

Dogfish44

I don't get this part: "you still can't have 'NOT Protective/Evasive AND NOT Damaging/Evasive' together". Heck, how we deal with attack classes is not in the rules I think. The normal rules is that one attack class = one attack clause (or at least I assume that) and on that assumption I can't see why the above wouldn't be allowed (unless you mean a "IF NOT Protective/Evasive AND NOT Damaging/Evasive" sub which would fall under rule 4) unless I am missing something here. Can you please explain?

Frosty: "IF NOT Protective/Evasive AND NOT Damaging/Evasive", under Rule 4 alone, would be legal - because both "NOT Protective/Evasive" and "NOT Damaging/Evasive" narrow the scope of the substitution - they both cause the substitution to activate in less situations. Rule 9 actually handles that by making it illegal.

Note the running theme: We wanted attack clauses to not have more than one per mon per action per sub. I'd argue that this means that a shit-ton of people have been making subs which are basically illegal, and at some point they've just been accepted as legal - and a lot of us have less time to dedicate to ASB, so probably forgot the original intent (Or just mentally switched? iunno). My stance would be to re-establlish the intended rules, and probably update the 9 rules's wording - those were practically just a skeleton, and they were vague as sin.
Can we just get the old rules back and fix them so that shit that should have been accepted but wasn't is

Because fuck these new sub rules, combined with the inherent matchup advantage, being able to construct complex and backwards sub rules (i..e where your most likely orders are in the sub) is now rewarded with an actual advantage for ordering first. Sub rules are broken in a bad way. At least before they were broken in an intelligible way. Let's fix the intelligibly broken and forget this garbage.
I can't go into detail here on mobile but I'm with dogfish in thinking that more than anything here we have begun treating subs that are intended illegal as legal. Mowtoms sub (not singling you out its just a good example) had two NOT attack clauses, my understanding of the intention of the rules was to only allow one not per attack clause. Basically IF damaging fighting move AND NOT Focus Blast THEN Counter is legal but you can't say AND NOT Aura Sphere as well
Technically, it's two action clauses including without the NOT clause, which is why.

I'd say it might be best to change it to "maximum NOTs on attack clauses is total mons out minus one," which keeps that example while removing things that go against the intention.

I really don't see how dogf's proposal would be helpful overall, other than as a general nerf;
IAR deleted Leet's salt, but 'we should probably open a thread for this' is true. Councilperson, go do so! Last post on the matter tonight.

My proposal is aiming to go to what the original discussions resulted in, and removing the vagueness that resulted from it. Note that under the original discussions, "IF Damaging Fighting Move AND NOT Focus Blast THEN..." would've been Illegal, since that attempts to use two action clauses on one pokemon at the same instance. It's not a nerf as much as a vagueness fix. It also kills "IF NOT X and NOT Y THEN...", and as I've already stated, "IF NOT X THEN..." is not going to do much, since the end result is just the same. My proposal would be infinitely more effective at dealing with NOT spam than a simple -1 :u

Tex specifically, I'm not sure which rules you're referring to when you say 'old rules' - these current rules are ~80% older rules, and then modifications (Including some things I've seen complained about more recently - under older rules, "IF Greninja is not an X-Type and Greninja is not a Y-Type THEN" was legal).

Incidentally, if anyone wants to try editing the rules to deal with some of these cases... have fun!

Loopholes are a bloody nightmare.

Like, say you want to allow "NOT Attack Clause", but you also don't want people to be able to put their effective main orders into their substitutions? You could say that you must have at least one attack clause which doesn't have a 'NOT', but then you can't have "IF X is Poisoned AND NOT Rest", which is kind of important for Venoshock users. Of course, you could just say it's an acceptable loss, but that then feels arbitrary. And if you say "'NOT Attack Clause' shouldn't be a thing', then you've gone back to the weakest subs in ASB. Of course, you can put up with "orders in subs", and I do think we'd see less of them once we went back to the original intent (So you'd only be able to do one NOT Attack Clause, at which point there's no advantage to doing it in that method), but then you have people explicitly calling for them to go.

And now we see why I drink.

So, what about Chance Subs? These are even harder to deal with - especially with the aforementioned NOT X-Type AND NOT Y-Type. Like, you can't even go 'Okay, at least one chance clause must be a positive', since then congrats, you've just discovered how to write 'IF X has greater than 0.5 HP". Maybe you just accept chance clauses as being very powerful, or maybe you can only look at each "condition" once, so you can only check typing once. However, I'm sure that breaks about 20 different things. Maybe not though? Actually, do check to see if that works for that one edge case.

One thing I would like added is that you cannot put a NOT within a NOT? So, like you can't go IF NOT (NOT Burn AND NOT Para), you'd have to split that into two subs, "IF Burn OR Para".

Anyway I need sleep, the sweet embrace of.

Back with me? Okay then. Basically misinterpretations over Rule #9 for the past few weeks have resulted in the inevitable feedback blowup and Texas calling for an overhaul of the substitution rules back to what they were but fixed. Or something.

So yeah, discuss. Not going to set any real discussion points, just continue to debate Rule #9 and the sub rules in general or something.
 
Supporting DF's route or Frosty's route.

So basically, change the present sub rule #9 to only allow excluding moves made by opponent's partners. Or keep the sub rules as they are, till we see more of an imbalance towards 'first' order.

---------

Currently what I feel is that certain mons get even more powerful ordering first, while still being powerful ordering second; And it has become easier to order first against certain mons. Eg: Sableye and Greninja.

But how to strike the perfect balance with the sub rules in general, is still unclear. DF's route is the safest one if we are determined to change the rule, and Frosty's route is the best one for the long run.

Because if we keep changing the rules to fix the problems as they arise, we may or may not actually be fixing the right problem. Maybe NOT clause has to be completely removed? or Maybe NOT has to be allowed with a different limitation in combination with DF's point? We wouldn't know about the perfect fix, till we allow the problem to exist for a while.

Kind of how doctors sometimes enhance or sustain an infection to understand what the problem actually is, because what use is a fix if we have to end up fixing things after it is done? Idk, just my two cents.

Edit: My bad! DF's route is a vagueness fix of the originally planned intention for the rule. Which I definitely agree to, and my opinion remains the same; either we do the vagueness fix or we keep the rules as they are for the time being.
 
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I guess I'll make a formal proposal?

Here is a list of the intended "updated" rules I would like to see used, plus an actual update that would be nice for clarity on sub priority. Removal and additition. I'd be up for anyone who can simplify the example set without making it vague to do so.

  1. A substitution is made of a "Trigger" and a "Result"
  2. Substitutions either activate, or they don't.
    1. The result of a Substitute's "activation" can be changed by instance, but the trigger never changes.
  3. A pokémon's substitutions activate whenever the trigger's conditions are met, a substitution with a higher priority has not already activated for that Pokemon, and the result of that activation is legally usable.
    1. The priority of substitutions is set by the user - unless the user otherwise states, whichever sub is first in the list of substitutions they make activates first
  4. All clauses of a substitution's trigger must narrow it's scope.
  5. Substitutions based on knowing something can only trigger after that thing is known. (e.g if the opponent crits a2 then counter that action is legal if you were already going to move second a2, but illegal otherwise). (If you know something, your Pokemon knows it). Attack clauses activate based on what would currently be used according to the main order set.
  6. Player 1 can substitute for Attacks, Chance, and KOs. Player 2 can substitute for Chance and KOs.Players can use Attack, Chance, and KO clauses, detailed below
    1. All clauses can be appended by 'NOT'. Note that KO Clauses appended with 'NOT' become Chance clauses.
    2. If you have any attack clauses for your opponent's team, then at least one opponent's attack clause must not have a NOT clause.
    3. You can make a substitution trigger on the 'successful' usage of a move. Such a clause is treated as both a Chance Clause and Move Clause, obeying rules for both
    4. Substitutions for effects which last either for only the action the move is used, or require constant use of a move(s) to maintain (Such as 'Under the effect of a P/E move' and 'In the evasive stage of a D/E move') are treated as both a Chance Clause and Move Clause, obeying rules for both.
  7. If a substitution causes an infinite loop, then it is ignored. If two or more substitutions would cause an infinite loop, ignore the substitution made by the player who ordered later. If the substitutions were ordered at the same time (Either a single player ordering, or in brawl orders where all player orders are treated as simultaneous), then both are deemed illegal.
  8. If, ordering second, your substitution would cause the Trigger of an opponent's substitution which has already legally activated to no longer have it's unknown conditions met (Such as 'AND NOT Encore next action), then it is ignored.
  9. In each sub, each action (Action 1, Action 2, Prior action, This action, etc.) can only have one attack clause per Pokémon out.
    • To clarify, let's say you're using Gigalith vs your opponent's Mantine.

      The substitution "IF Wide Guard AND you are to use Rock Slide THEN Stone Edge" would be legal, since it has one attack clause for Mantine, and one attack clause for Gigalith.

      The substitution "IF Damaging Flying Attack AND NOT Air Slash THEN Iron Defense" would be illegal, since it has two attack clauses for Mantine, both of which are being used to cover the same action (In this case, "This action")

      The substitution "IF Endure AND NOT Rest on the following action THEN Toxic" would be legal, since although it has two attack clauses on one mon, each of these clauses is on a seperate action (In this case, "This Action" and "The Following Action").

      In larger formats, if a Pokémon is not specified as the user of a move, then the move is counted as that sub's attack clause for that action for all opponents. As such, in the matchup of A and B vs C and D "IF NOT Protective/Evasive AND C does not use Wide Guard THEN..." would be illegal, since it subs for C using both "Not Protective/Evasive" and "Not Wide Guard" at the same time. However, "IF D does not use a Protective/Evasive action AND C does not use Wide Guard THEN..." would be legal, since the above issue does not occur.
 
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I'll give my two cents here.

From what I gather, most of the problem was from an (arguably) erroneous intrepretation of the 9th rule here. Thus I think the best way to do this would be to implement dogfish's revisions, which hew closer to what was actually intended in the first place. This patches up most of the problems we are having here, and it allows us to see how these "new" sub rules were supposed to work. Once we see it in action for a while, we can then decide whether larger changes are necessary for balance purposes.

TLDR Version: I support dogfish's proposal.
 
I would like to add something about rule 6.1 though.
All clauses can be appended by 'NOT'.
Chill > Chill > Chill
IF NOT P/E THEN screw opponent with 4x SE attack.
Problem: See 2nd quotebox above. That sub, while still legal, has a trigger situation wider than the Marina Trench is deep. Out of some 50 moves in a decently trained Pokemon, there's probably only 4 maximum moves that fall under the P/E clause. What it causes is the phenomenon Texas (and yours truly) is not happy about - where, instead of attacking outright, first-orders are turning into "I'll Chill, but make Subs that really means I'll attack unless you waste EN using P/E". Will players adapt? Sure they will, if they want to win. Is that healthy for the metagame? It made me a little queasy, but I can't say for the others.

Foreseen counterargument: Someone would probably reiterate an example about how reversing orders and Subs would achieve the same outcome, and thus think this is okay:
4x SE attack > 4x SE attack > 4x SE attack
IF P/E THEN Chill.

Proposed Solution: Just gonna put this out:
At least one clause in every single Substitution cannot be appended by "NOT". All other clauses can be appended by 'NOT'.

What's next: Public opinion? If majority of the community (or Council) thinks this is not a problem then I'll cede ground.
 
Unfortunately, I've been down that path many times. Obviously your forseen counterargument is a thing, but the proposed solution is... not workable? It's one I'd love to work, but it's not to be

Consider;

Chill ~ Chill ~ Chill
IF your HP is below 1000 AND NOT P/E THEN 4x SE Attack

Yeah. Chance subs are awkward in that you can force-activate a sub. My stance is: It's a bit complex to read, but in what way does it matter when it's replicatable as such? Like, IF you can all find a working solution that maintains our other words, than I'm all down for that, but until then ^^'

(And truly, thanks for at least trying to get a solution. I apologise for shooting it down so quickly, but knowing the thought processes of others is v.useful)
 
Also given that zt's two situations DO result in the exact same thing...what is the problem exactly?
 
I would argue that a "IF Hp is over 1000" clause violates rule 4, since that clause doesn't narrow anything.
Fine then. A 100 max HP mon can say "IF HP less than 98" for the same effect
 
Thanks Dogfish, I admit its not a good solution, just something to gauge response with. I probably only spent a fraction of the time you did mulling that through.

Another thing that popped out and I really didn't mull through, so this'd be pedantic rather than mechanic - change "Chance Clause" to "Effect Clause".

Why: We don't really care, as players, whether the Burn comes from Will-o-Wisp or Flamethrower, or who Protected that Tirtouga we're targeting in Doubles - we're just concerned whether our Archeops is under effects of Burn, or that Tirtouga is under effects of P/E.

What it may impact: Uhm, "using P/E" and "under effects of P/E" would be clarified as different clauses, if it wasn't clear enough before?


Okay shit I remembered that this is going to be the exact thing that makes "IF NOT under P/E AND NOT under DE" legal.

also Handbook Table of Contents does not tally with said contents but it can be dealt with when there's time
 
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I saw someone say on irc that if a chance clause has a move or a move cat specifically mentioned, it should be a move clause. This kind of thing makes me agree:

IF Timburr is not under the effects of a p/e move, AND is not under the effects of a d/e move, AND you are faster, AND is not about to use Ice Punch, AND is not to use Counter, AND is not under the charging effects of Bide, THEN use Aerial Ace​

That's basically the same thing as 5 move clauses and 1 chance clause, but it's technically listed as 4 chance clauses and 2 move clauses, which I find ridiculous.

This kind of thing makes ordering first better than ordering second. All you have to do is spend the time to type it out, and look for stuff the opponent might do against it. If you take the time to do this, it IS better to order first.
Not trying to call out the maker of that sub, but this is an issue in our system I feel.

Suggested fix: Chance clauses with a move or move category in them are considered to be move clauses.

Edit: i realize that dogfish's proposal blocks that particular sub, but you can use a second sub to cover that ice punch part. Example: sub for ice punch with a higher priority sub. Then make that sub, minus ice punch clause.
But then this sub still has 4 move clauses hiding as 2.
 
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This is certainly a problem. Like, "under the effect of P/E" is kind of needed in Doubles unless you remove passed Protect. The issue is, do we say "IF X IS NOT Taunted" is now an entire move clause? You also run the issue of conflicting with Rule 9. That's a ton of stuff to define :\

---

Incidentally, I'd like to add the following to the ruleset, should we not get a better solution to that;

If you have any attack clauses for your opponent's team, then at least one opponent's attack clause must not have a NOT clause.

This means you can only do 'subs in orders' for pure chance subs (There are a few really minor exceptions (Encore ¬¬), but if we can fix the above anyway then it really doesn't matter lol). Unless there's a genuine case to use?
 
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Hrm... That makes sense. And yeah it would stop a large portion of moves-in-subs occasions.

I would also make these "move-chance clauses" have the tigger time of a chance clause, but just eat up one of your move clauses. Thus if someone uses protect pass while they are slower, your sub doesn't care about it.
 
Introducing the latest in cancer technology: adding NOT in front of a KO sub.
Cancer said:
sludge bomb x3
IF Trick THEN Counter.
IF Skill Swap AND you are faster THEN Taunt.
IF Aurumoth is not KO'd THEN Flamethrower.
IF Aurumoth is not KO'd THEN Fire Blast.
IF Aurumoth is not KO'd THEN Shadow Ball.
IF Aurumoth is not KO'd THEN Sludge Wave.

Can we nip this in the bud before it gets too widespread by adding an "except KO clauses" to the note on Rule 6?
 
IF Aurumoth is not KO'd THEN Flamethrower.
IF Aurumoth is not KO'd THEN Fire Blast.
IF Aurumoth is not KO'd THEN Shadow Ball.
IF Aurumoth is not KO'd THEN Sludge Wave.

Uhh...what's the point of doing this exactly?
 
I'm assuming it's for catching Imprison etc.? Like, in that sub set, if Flamethrower is Imprisoned then you would use Fire Blast.

My stance would be that in singles you only need one KO Sub, and in doubles you at most need 7. Probably something as simple as "No two substitutions in your order set can have the exact same trigger" would work.

e: actually reading and then thinking, there were some fucking silly loopholes that could be used. KO Subs I've hotfixed to not be NOTable. Well, they can be, but then they use up a sub slot.
 
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Some of us were talking on IRC a bit ago (because there are still some terrible substitutions), and came up with a few ideas. One idea, suggested by jayelt413, was to disallow "NOT under the effects of P/E" and "NOT under the effects of D/E". These have both been defined in the handbook specifically as move clauses, making their use as chance clauses dubious. Another possibility would be to take this one step further and only allow "under the effects of XX" for effects which last longer than one action (essentially blanketing P/E and D/E plus any others that are out there such as Wide Guard). EDIT: Bide should be considered in this too, so perhaps only Status (not Physical or Special) effects lasting longer than one action.

However, as Dogfish44 mentioned, both of these have some problems with Protect (Ally) in Doubles+, essentially forcing a player to use their move clause for that substitution on the target's ally using Protect (Ally). This could be remedied by allowing substitution for Protect (Ally) in Doubles+ without using that Pokemon's move clause.
 
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Honestly I would like to see the clauses "under the effects of a successful p/e move" and "under the evasive stage of a d/e move" do exactly what thy do now, BUT get changed to move clauses. I feel like that would fix so much.

If that is an issue for doubles, then I will say that singles and doubles+ need different sub rules because te mechanics and gamestyles are waaay too different.
 
Doubles can split it up a wee bit if needed, because of the way you have slightly more move clauses to play with. I've updated my ruleset 'update' again, taking in new feedback. Thoughts?
 
kinda off-topic but not really: can we make "suicide moves"/"self-destructive moves" a valid sub class? For moves like Explosion etc
 
Okay, so the sub rules that I've been editing over the course of the thread make "changes" to Rule 3 and Rule 9, and also introduce Rules 3.1, 6.2, 6.3 (Which is just a clarification on rules which is already listed in the main rules but w/e), and 6.4. I think I can make a slate, unless there are any other pressing issues?

Rule 3 & 3.1:
a) Adopt the updated segments
b) Leave as is

Rule 6.2:
a) Do not adopt
b) Adopt

Rule 6.4:
a) Do not adopt
b) Adopt

Rule 9:
a) Leave as is
b) Adopt "One attack clause per Pokemon per action" (With the clarifications proposed)
c) Adopt "Attack clauses at most equal to the number of Pokémon on the field at the start of the round, subtract one"

Substitution Classes:
a) Add in a 'Self-KOing Move' substitution class for Explosion, Memento, etc.
b) Do not.
 
Texas, I'd argue that if the fixes are necessary at least 3 of us will agree to them. If 3 of us disagree, I suspect they weren't as necessary as we thought.

36 Hours before I use my Council privileges to send this to voting
 
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