>>57931814>>57931686>>57930750>>57929875I'd be interested in a Pokemon gsme that used no RNG whatsoever. I mean I don't mind damage rolls as much as I do the high risk high reward of moves like Sleep Powder, Magma Storm, or crits.
What supplimentary system or mechanic could take its place? I imagine a game where moves need varying degrees of vullnerability to pull off succesfully. Trying to land Focus Blast needs you to get close to your opponent, but Swift you could stay back and at a distance to sacrifice the damage (low risk/reward). Maybe if you want Thunder to para or crit, you have to be even more vullnerable than the baseline the attack requires. This way it's either mechanically going to always hit or miss, a secondary effect will always have a way to occur or not, and the counterplay and adaptation could possibly focus on punishing vullnerability in plays the enemy makes.
I described it initially as a distance mechanic but I don't really like that, especially if doubles exists. What could work in its place?