Project Metagame Workshop

You don't have to take the examples as good or bad, these were essentially to understand the rules. I didn't add moveset analyzes because I didn't go deep into research enough to deliver something so technical. On the other hand, one can feel that the added value of this OM is pretty weak, or that the usefulness of the mechanic itself is poor : I'd gladly make viable sets to prove otherwise, yet at the moment they'd be subjective :blobshrug: .
I’m thinking in general. Like what exactly would you use this new mechanic for? I know the example is there to show off the OM, but I can’t really think of anything exciting or that game changing, like with AAA or STABmons. Like guess you can have Rapid/Mortal Spin on types that can hit Gholdengo, or make Knock Off STAB via status moves. It needs something more imo.
 
Metagame: Switch or Stay in

On odd turns, Player 1 chooses a number x from 0 to 100. This is the chance they stay in. The remaining chance is the chance they switch. A number is randomly generated to determine if they switch or stay in. They must switch or stay in based on this. Player 2 sees the number Player 1 chooses but does not know the outcome of whether he will switch or stay in. The next turn, they alternate roles.
 
Alright, gentlemen. Hear me out.

:psysly: SIMPLEMONS :psysly:

In Simplemons, every stat multiplier in the game is doubled. Now, you may be asking, "bUt MaYo, YoU cAn'T gIvE eVeRy PoKéMoN the SaMe AbIlItY!!!!1!1!11!!"

Here's the thing. It doesn't only apply to moves. It applies to everything.

For example:

  • 2x Choice items (Band and such)
  • 1.2x Wide Lens
  • 1.6x Life Orb
  • and most nightmarish of all...
  • 3X HUGE/PURE POWER


Of course, there will be some restricted boosts (I plan on immediately banning the Powers). When an Ability is restricted, it's not multiplied. Very simple (pun not intended).

So yeah. EMBRACE THE CHAOS.
 
"At Odds"

Works like OU, but everything happens at odds.
Critical hits happen once every 24 attacks.
To calculate misses, a budget of "100% accuracy" is given at the start of the gam
After each move, it subtracts the budget by the miss chance of that move, so if you hit Stone Edge 3 times, your budget becomes 40%, then if you attempt Dynamic Punch, you will fail, then the budget resets to 100%
The inverse applies for secondary effects, you start with a budget if "0%", then it increases by the chance of the effect happening, so if you use Sludge Bomb 3 times, your budget becomes 90% and then use Psychic, your budget reaches 100% and a Sp. Def drop is guaranteed
All moves roll exactly 93% of their expected damage.
Bans:
Literally just the OU bans, the most problematic moves fall under the clauses (sleep moves and ohko moves)
 
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Alright, gentlemen. Hear me out.

:psysly: SIMPLEMONS :psysly:

In Simplemons, every stat multiplier in the game is doubled. Now, you may be asking, "bUt MaYo, YoU cAn'T gIvE eVeRy PoKéMoN the SaMe AbIlItY!!!!1!1!11!!"

Here's the thing. It doesn't only apply to moves. It applies to everything.

For example:

  • 2x Choice items (Band and such)
  • 1.2x Wide Lens
  • 1.6x Life Orb
  • and most nightmarish of all...
  • 3X HUGE/PURE POWER


Of course, there will be some restricted boosts (I plan on immediately banning the Powers). When an Ability is restricted, it's not multiplied. Very simple (pun not intended).

So yeah. EMBRACE THE CHAOS.
Are stat stage boosts (and drops) also doubled? If so, how does Swords Dance behave? Will a Swords Dance give you +4 Attack stages instead of +2? Or is the +2 Attack stage boost changed to 3x from 2x?
 
"At Odds"

Works like OU, but everything happens at odds.
Critical hits happen once every 24 attacks.
To calculate misses, a budget of "100% accuracy" is given at the start of the gam
After each move, it subtracts the budget by the miss chance of that move, so if you hit Stone Edge 3 times, your budget becomes 40%, then if you attempt Dynamic Punch, you will fail, then the budget resets to 100%
The inverse applies for secondary effects, you start with a budget if "0%", then it increases by the chance of the effect happening, so if you use Sludge Bomb 3 times, your budget becomes 90% and then use Psychic, your budget reaches 100% and a Sp. Def drop is guaranteed

Bans:
Literally just the OU bans, the most problematic moves fall under the clauses (sleep moves and ohko moves)

Do you want to do overflow, like if it drops below 0% with misses, or just hard reset to 100%?
 
okie gangys, I got a stupid extension idea for simplemons that'll probably get it rejected


we let stat boosts from moves go up to +12 :)


don't think it's a good idea, just an idea
 
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Do you want to do overflow, like if it drops below 0% with misses, or just hard reset to 100%?
I think this is actually pretty twosided. On one hand overflowing will make people put extremely low accuracy moves, say, Dynamic Punch on their teams to overflow and get the most hits, but on the other hand, hard resetting to 100 wouldn't really be "at odds" per se.
I would prefer hard resetting to 100, but this can be changed if needed, but the secondary effects should overflow imo since that isn't as much of a problem except in some small cases
 
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I think this is actually pretty twosided. On one hand overflowing will make people put extremely low accuracy moves, say, Dynamic Punch on their teams to overflow and get the most hits, but on the other hand, hard resetting to 100 wouldn't really be "at odds" per se.
I would prefer hard resetting to 100, but this can be changed if needed, but the secondary effects should overflow imo since that isn't as much of a problem except in some small cases

Overflow would be bad for missing because 40% becomes 90% after Dynamic Punch.

Skillmons is a bit different, skillmons removes the odds entirely, by changing bp, whereas this makes everything at odds. Some stuff is similar though, such as the secomdary effects thing

The poster for Skillmons revamped it to be like this in the last page of his thread.
 
Raw Strength
Premise: Can't use Items (focus sash) or Abilities (Insomnia) that don't boost move dmg, and Only Moves that do dmg no matter what requirements or/and variability of dmg (ex Boomburst, Burn Up, and Seismic Toss) but can use any ability (Huge Power Blissey) and can have any of these things from past gens outside of Gen 9 onwards, which would provide an enticing gameplay for players looking for a challenge
Potential Bans: FEAR strat, Hacking, Pokemon that can only learn side effect moves (ex, Smeargle (with or without sketched moves))
Example:
Tera: Normal
egg (Blissey) (F) @ Silk Scarf
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Mild Nature
- Boomburst
- Seismic Toss
- Body Press
- Population Bomb
 
Raw Strength
Premise: Can't use Items (focus sash) or Abilities (Insomnia) that don't boost move dmg, and Only Moves that do dmg no matter what requirements or/and variability of dmg (ex Boomburst, Burn Up, and Seismic Toss) but can use any ability (Huge Power Blissey) and can have any of these things from past gens outside of Gen 9 onwards, which would provide an enticing gameplay for players looking for a challenge
Potential Bans: FEAR strat, Hacking, Pokemon that can only learn side effect moves (ex, Smeargle (with or without sketched moves))
Example:
Tera: Normal
egg (Blissey) (F) @ Silk Scarf
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Mild Nature
- Boomburst
- Seismic Toss
- Body Press
- Population Bomb
In other words, Pure Hackmons without items and abilities that don't increase stats/moves base power.

EDIT : I misread it so I came first with "without statut moves that don't increase stat/moves base power", pay it no mind :)
 
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Overflow would be bad for missing because 40% becomes 90% after Dynamic Punch.
I thought you meant overflowing above, so 40% on Dynamic Punch turns to 110%. If you meant overflow below, then we should definitely reset to 100%.
The poster for Skillmons revamped it to be like this in the last page of his thread.
Ah I see, so it is like Skillmons. I mean Skillmons is dead anyway so...
 
I thought you meant overflowing above, so 40% on Dynamic Punch turns to 110%. If you meant overflow below, then we should definitely reset to 100%.

The worth of moves that can miss is 100% initially and decreases to their hit chance as you use more of them. For example, using hydro pump 1-9 (but not 5) times makes it worth more than a 80% accurate move. We should have overflow to nerf them.
 
Alright, gentlemen. Hear me out.

:psysly: SIMPLEMONS :psysly:

In Simplemons, every stat multiplier in the game is doubled. Now, you may be asking, "bUt MaYo, YoU cAn'T gIvE eVeRy PoKéMoN the SaMe AbIlItY!!!!1!1!11!!"

Here's the thing. It doesn't only apply to moves. It applies to everything.

For example:

  • 2x Choice items (Band and such)
  • 1.2x Wide Lens
  • 1.6x Life Orb
  • and most nightmarish of all...
  • 3X HUGE/PURE POWER


Of course, there will be some restricted boosts (I plan on immediately banning the Powers). When an Ability is restricted, it's not multiplied. Very simple (pun not intended).

So yeah. EMBRACE THE CHAOS.
Yeah, this may be too much chaos, stuff would get out of control too easily and games would snowball too early, how do you balance this?
"At Odds"

Works like OU, but everything happens at odds.
Critical hits happen once every 24 attacks.
To calculate misses, a budget of "100% accuracy" is given at the start of the gam
After each move, it subtracts the budget by the miss chance of that move, so if you hit Stone Edge 3 times, your budget becomes 40%, then if you attempt Dynamic Punch, you will fail, then the budget resets to 100%
The inverse applies for secondary effects, you start with a budget if "0%", then it increases by the chance of the effect happening, so if you use Sludge Bomb 3 times, your budget becomes 90% and then use Psychic, your budget reaches 100% and a Sp. Def drop is guaranteed
All moves roll exactly 93% of their expected damage.
Bans:
Literally just the OU bans, the most problematic moves fall under the clauses (sleep moves and ohko moves)
This isnt reasonable for ladder people to understand, the premise is too long and complex.
Metagame: Switch or Stay in

On odd turns, Player 1 chooses a number x from 0 to 100. This is the chance they stay in. The remaining chance is the chance they switch. A number is randomly generated to determine if they switch or stay in. They must switch or stay in based on this. Player 2 sees the number Player 1 chooses but does not know the outcome of whether he will switch or stay in. The next turn, they alternate roles.
Im not sure what I'm reading here, but sounds kinda lame, just control how switching works?
Raw Strength
Premise: Can't use Items (focus sash) or Abilities (Insomnia) that don't boost move dmg, and Only Moves that do dmg no matter what requirements or/and variability of dmg (ex Boomburst, Burn Up, and Seismic Toss) but can use any ability (Huge Power Blissey) and can have any of these things from past gens outside of Gen 9 onwards, which would provide an enticing gameplay for players looking for a challenge
Potential Bans: FEAR strat, Hacking, Pokemon that can only learn side effect moves (ex, Smeargle (with or without sketched moves))
Example:
Tera: Normal
egg (Blissey) (F) @ Silk Scarf
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Mild Nature
- Boomburst
- Seismic Toss
- Body Press
- Population Bomb
This it is, indeed, Hackmons with some restrictions. Like, you just want to make sure everyone plays offense while removing half of the strategic value from those teams.
 
Yeah, this may be too much chaos, stuff would get out of control too easily and games would snowball too early, how do you balance this?

This isnt reasonable for ladder people to understand, the premise is too long and complex.

Im not sure what I'm reading here, but sounds kinda lame, just control how switching works?

This it is, indeed, Hackmons with some restrictions. Like, you just want to make sure everyone plays offense while removing half of the strategic value from those teams.
Parting Shot.
 
This isnt reasonable for ladder people to understand, the premise is too long and complex.

This is pretty simple, although it may be annoying to keep track of multiple meters. You need to display the meters every turn or a command to show them. He could forgo the changes that don't involve meters.

Im not sure what I'm reading here, but sounds kinda lame, just control how switching works?

It turns the simultaneous game into a partially sequential game where you reveal your odds of staying in or switching, and the outcome is determined by RNG.
 
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