• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Resource BBP Bug and Feedback Thread - Generation 9 Edition!

TL;DR: Substitutions overshadow other parts of the game system.

When I first signed up in 2013, the game appeared to be a happy little game where you could effectively play codified Pokémon TTRPG with. I realized far too late that I ended up getting sucked into a programming simulator with a few lil' guys on top.

As necessary as they are, substitutions are the biggest knowledge check in the game. While everything is laid out for you (the handbook on subs is incredibly comprehensive, kudos to y'all), there are a few finicky things that you can only learn once you step on a rake or two or twenty. Helios highlighted one of the biggest gripes I have with subs:
Not sure if it is a problem, but I think subs being quite so rigorous and programatic encourages people to view the whole game like that, which encourages super hard rules as written stances that lead to mod calls if something in the engine breaks, even if the intent is crystal clear.
In order to engage with BBP, I must learn to read substitutions. In order to succeed at BBP, I must learn to break the program that someone else has written. Yes, there are guides on how to sub properly and how to not get dunked on. However, learning how to do this is so essential it's effectively codified into the game by way of progression. Once you complete your "Pokemon Level 0 tutorial battles," you aren't given any additional mechanics to play around with at pokemon level 1-- just more things to sub for.

Are there aspects of the game which are intriguing and allow for trainer expression just like how the competitive RPG is built on cart? Yes: we have combinations, natures, flavor moves, and so much more. But it's all gated behind a mechanic that is necessary, but doesn't feel like the Pokémon I grew up with.
 
Flashfire +1 and +3 abilities play quite poorly together when using fire attacks. First it raises your attack, then it gives you a power bonus if your attack is low.

Maybe the idea is to let 3 flashfire stacks start helping non fire attacks?


1757495841378.png
 
It seems pretty clear that meteor beam, skull bash, geomancy, electro shot and sky attack are meant to work with power herb given that they directly reference power herb in their text.

However power herb says it only works on moves with the tag #charged, and none of those moves have this tag.
(only solar beam and solar blade have this tag)

Also power herb effect lasts indefinitely (halve the en cost and set prio to 0), but the effect written on the moves only lasts for one round (can't be interupted by multiple hits)
 
Last edited:
Back
Top