Combat

From Pokemon Tabletop Wiki

Combat Introduction

Combat is handled in a turn-based structure on a square gridded battle map. Much like other party-based tactical combat games, Pokémon Odyssey makes the assumption that you will have the entire party face off against a threat at once, whether that be a group of wild Pokémon, a set of criminal Team grunts, or a Gym Leader fielding multiple Pokémon at once or battling alongside Gym Trainers. Despite being based on Pokémon, this game system is absolutely not designed for 1v1 battles.

At any given time, a player will have both their Trainer and one Pokémon on the battlefield, called a Battling Pair. Combat is separated into units of time called rounds, and each Battling Pair takes one turn during a round. Generally speaking, one battle is usually its own Scene, but sometimes back to back battles can constitute a Scene when grouped together.

The reason only one Pokémon per Trainer is active at a time is for game balance. You can come up with an in-world reason for this if you want, but it might be better just to not directly address it. NPCs will often command multiple Pokémon at once for encounter balance, and it’s fine to not directly address that either. Let’s be honest, this is one of the less weird things about Pokémon we have to gloss over or ignore to make the premise work.

Initiative and Turns

Once combat is declared to begin, any Trainers who do not have a Pokémon released immediately release one Pokémon. At this point, anyone who has a Pokémon out may also freely swap to a different Pokémon. Then, all Battling Pairs are put into a turn order by the Initiative value of their Pokémon. Enemies will not always be separated into Battling Pairs and may have their own Initiative value, even if they are humans, machines, or other non-Pokémon entities.

Then, the Battling Pair or enemy with the highest Initiative takes the first turn. After their turn is over, the next combatant takes their turn. And so on until all combatants have taken their turns. Then the round ends, any end of round effects occur, and a new round begins.

A Battling Pair may choose to hold their turn until a later Initiative value. If they do, that becomes their new Initiative value for the rest of the Scene (unless they Switch or their Initiative is changed in another way).

On their turn, a Battling Pair:

  • Each take a Movement Action
  • Take other actions with a total cost of 2 Action Points, or AP, shared across the pair, but may use at most one Strike action between the two of them
  • Resolve any start and end of turn effects that may occur

You may take your Movement Actions and other actions in any order, but you cannot interrupt a Movement Action to take another action and then complete the rest of that Movement Action.

The Map

Combat occurs on a map made of squares, and all measurements of size and distance are made in terms of squares in Pokémon Odyssey. Whenever measuring distance, treat a diagonal as having a distance of one square. There is not a standard conversion between Pokémon Odyssey combat squares and real world distances—they're an abstract measurement used for spacing combatants apart on a battlefield.

Characters take up spaces on the map based on their Size. There are three size categories:

  • Small: 1x1 Token, 1 size value
  • Medium: 1x1 Token, 2 size value
  • Large: 2x2 Token, 3 size value

Movement

A character may spend their Movement Action to:

  • Move a number of squares up to their Movement value
  • Stand up from being Prone
  • Use other effects that cost a Movement Action (ex: the Sniper's Take Aim Role Ability)

Additionally, characters can combine their Movement Action with an expenditure of AP to take a special form of movement called a Disengage. Disengage allows you to move without enemies getting a chance to use most reactions against you, mostly the Punish Attacks that Defender Roles are able to use. A character may Disengage in the two following ways:

  • By spending their Movement Action and 1 AP to Disengage 1 square
  • By spending their Movement Action and 2 AP to Disengage a number squares up to their Movement value

Many types of terrain and environmental effects can affect battle, but most can be summarized in the following categories:

  • Slow Terrain: Terrain like mud or deep sand that is more difficult to cross. A square of slow terrain requires 2 movement to traverse. Size can sometimes be relevant to whether or not a given terrain type counts as slow - a shallow but swift river might be slow terrain for Small Pokémon but not for Large ones.
  • Blocking Terrain: A wall, a cliffside, a tree. Blocking terrain cannot be moved through, breaks line of sight, and cannot be attacked through. Characters count as Blocking Terrain for foes of their size and smaller.
  • Rough Terrain: Rough terrain is tall grass, smoke, or other obscurations. Ranged attacks passing through rough terrain take +1 Bane to Accuracy rolls. See the next section for details. Many forms of rough terrain are also slow terrain.
  • Cover: Cover is a physical obstruction that isn’t large or complete enough to count as blocking terrain but still provides some protection from attacks. Cover acts as rough terrain and in addition causes damaging ranged attacks passing through it to deal damage as if resisted one step further. A character adjacent to a square of Cover does not take penalties attacking enemies through that Cover that are not also adjacent to that square. See next section for details on resisting damage.

Actions

All actions you take in combat are categorized in the following ways:

  • Strike: A damaging attack action.
  • Trick: A usually non-damaging action that impairs or interferes with enemies in some way.
  • Maneuver: An action in combat that does not directly interact with enemies.

Most of the time, these classifications are used in the context of Moves—a term for codified combat techniques that Pokémon (and some Trainers) can learn, but they also apply to a variety of other actions. We'll cover attacks first because they comprise the majority of actions taken in combat.

Attacks and Damage

An attack is generally any action that targets an enemy and usually involves making an Accuracy Roll against their Defenses. Attacks may or may not be Moves—characters have basic attacks they can perform, and improvised actions such as spraying someone with a fire extinguisher also count as attacks.

To make an Accuracy Roll, roll 1d20, add any modifiers to the roll, and compare it to the relevant Defense value on the target (as specified by the attack). If you meet or exceed the relevant Defense, your attack succeeds. There are three different Defense types:

  • Evasion: used to react quickly and dodge attacks
  • Vigor: used to hold your ground against an attack or withstand noxious substances
  • Resolve: used to resist mental and social influences in battle

Accuracy Rolls can have Boons and Banes applied to them. For each Boon, roll 1d6, then take the highest result of all d6 rolls and add that to your Accuracy For each Bane, do the same, but subtract the highest result from your Accuracy Boons and Banes cancel out on a 1:1 basis

Attacks that don’t deal damage will specify what effect they have on the target - often applying a Status Condition, moving them around, or debuffing them in another way.

Attacks that deal damage have an associated damage value measured in “xd6” terms - seen as “1d6”, “2d6”, “3d6”, etc. This means you roll that many d6 for that attack’s damage roll and then add modifiers.

Damaging attacks also have two important characteristics - Type (Fire, Water, Grass, etc) and Category (Physical or Special). Type determines whether the attack is resisted, is super-effective, or even does nothing at all. Consult the Pokémon type chart from the video games for these interactions. Category denotes whether or not a target’s Armor applies, and many Move and Ability effects key off of whether an attack is Physical or Special.

All damaging attacks and some non-damaging attacks can Critically Hit. By default, you must roll a 20 on the 1d20 of an Accuracy Roll - don’t count modifiers, Boons, or Banes - to get a Critical Hit. Some effects modify your Critical Hit range and decrease the value you need to roll. For example, if you have +2 to Critical Hit range, you Critically Hit on an 18 or higher. Your Critical Hit Range cannot be increased past +6. On a Critical Hit, you deal maximum damage for your dice roll instead of rolling.

Some attacks also have an extra effect which occurs upon hitting with a Critical Hit or a Super-Effective attack.

To make an attack, do the following:

  • Choose your targets - the targeted characters, objects, or areas must be within the range of the attack you are using.
  • Determine if any Boons, Banes, or other modifiers apply to the Accuracy roll for your attack. The most common source of these is terrain.
    • Melee attacks do not incur penalties from rough terrain or cover
    • Ranged attacks incur a 1 Bane penalty if they are made against an adjacent target
  • Make the 1d20 Accuracy roll for your attack, applying any modifiers and check to see if that meets or exceeds your target’s specified Defense - Evasion, Resolve, or Vigor
    • For attacks that hit multiple targets, roll separately for each target

So once you have determined an attack will deal damage, calculate damage in the following steps:

  • Roll the base dice value
    • The attack you’re using determines how many of those dice you roll
    • For each Tier you are above Tier 1, add 1d6 to your damage rolls
  • Add your Damage Bonus - this is always equal to half your Level, rounded down
  • Add any damage bonuses you have from Traits, Abilities, and other effects
  • Subtract any Armor your target has
  • Apply Effectiveness modifications
    • Normal effectiveness means the damage is unchanged.
    • If an attack is resisted, divide the damage by 2.
    • If an attack is super-effective, add +5 additional damage
    • If the target is immune, the attack does no damage but may still inflict additional non-damage effects
Unlike the video games, different effects for multiple steps of Resistance and Super-Effectiveness don’t exist in Pokémon Odyssey! Fire is Super-Effective against both Bug and Steel, but a Bug/Steel Type Pokémon doesn't take any more damage than a pure Bug Type Pokémon from a Fire attack. However, just like Boons and Banes, Resistance and Super-Effectiveness can cancel each other out—if a Bug/Steel Type Pokémon has an effect that makes them take damage "as if Resisted one step further" from a Fire attack, that only cancels out one instance of Super-Effectiveness, and the attack is still treated as Super-Effective.

Basic Attacks

All characters have access to at least one special type of Move called a Basic Attack, as detailed in the Trainer Creation or Pokémon Creation rules, which use the following stat blocks and cannot be Disabled. The Basic Attacks a character has access to are denoted by Type, range, and damage category. For example, a Pokémon might have a Physical Normal Type Melee Basic Attack and a Special Fire Type Ranged Basic Attack, while another Pokémon might have only a Physical Innate Type Melee Basic Attack and no Ranged Basic Attack.

Melee Basic Attack
1 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 2d6 Damage
Ranged Basic Attack
2 AP, At-Will ✦ Strike
Targets: Range 4, 1 Target ✦ vs Evasion
Hit: 2d6 Damage

If there's anything you don't understand from reading these blocks, see the page on reading Moves for more details on how to read a Move template.

Boosting Attacks

Trainers have a narrative resource called Boost Points, or BP, that represents a combination of tactical acumen, practiced plays your Pokemon can exercise with the right setup in battle, and the focus and reflexes to take opportunities and openings in a fight. When you declare an attack, you may spend a Boost Point to improve it in some way, such getting a bonus effect on an attack, hitting more targets, doing more damage, or other effects.

General Combat Actions

All characters can use the following Tricks and Maneuvers during battle:

  • Grapple (Trick, 1 AP): You can Grapple as 1 AP Trick. Roll Accuracy against an adjacent target’s Vigor as a melee attack. On a hit you are now Grappling the target.
    • If there is a size difference between you and the target, the smaller combatant cannot Move until the Grapple is ended.
    • The larger character can drag the smaller along when moving.
    • If both are the same size, they can both drag each other on their turns but move as if Slowed.
    • The initiator of the Grapple can end it during their turn as a Free Action. The defender can attempt to break free of the Grapple on their turn as a 1 AP Maneuver at the start of their turn before any other actions by rolling Accuracy with +1 Bane against the initiator’s Vigor. On a hit, the Grapple is ended. On a miss, they remain Grappled and suffer +1 Bane to all Accuracy Rolls until the end of their turn.
  • Push (Trick, 1 AP): To Push a foe, you must move at least one square towards them this turn. Make a melee attack vs Vigor against a foe in Reach. On a hit, Push the foe up to 1 square, plus up to 1 more for each size category you are larger than them.
  • Hide (Maneuver, 2 AP): You can Hide to gain the Hidden condition if no foes have unobstructed line of sight to you (line of sight that doesn’t pass through Rough Terrain or Cover). Adjacent foes always count as having unobstructed line of sight. While Hidden, foes do not know your exact location and cannot target you. They may still use Area attacks to attempt to hit you by guessing your location. You lose the Hidden condition if:
    • You use a Trick or Strike, or take another obvious action, after resolving all other effects
    • A foe gains unobstructed line of sight to you
    • A foe successfully Searches for you
  • Search (Maneuver, 1 AP): Roll Accuracy against the Evasion of all Hidden foes within 5 squares that you have line of sight to (obstructed or not). Apply additional penalties from Rough Terrain and Cover. On a hit, that foe is no longer Hidden.
  • Sprint (Maneuver, 2 AP): Take an additional Movement Action.
  • Interact (Maneuver, 1 AP): A catch-all Maneuver for manipulating the environment and doing something that isn't explicitly covered by another rule.

Trainers can take the following special Maneuvers during battle:

  • Switch (1 AP): Recall their currently active Pokémon and release a different Pokémon onto the field.
  • Reposition (2 AP): Recall their currently active Pokémon and release the same Pokémon in a different position on the field.

The recall range of a Poké Ball extends across the entire battlefield, as long as the Trainer has line of sight. A Trainer can throw a Poké Ball anywhere within 8 squares.

If you Switch to a Pokémon with higher or equal Initiative to your current Pokémon, then you continue taking the rest of your turn as normal. If you Switch to a Pokémon with lower Initiative, however, the rest of your turn is delayed until your new Initiative value. If your Initiative was changed, such as by holding your turn, and you Switch your Pokémon out then later Switch them back in, you use your original Initiative value before that change.

Out of Turn Actions

Many Moves and Abilities can be used outside of your turn in combat. These are typically activated in response to a specified Trigger and come in two flavors:

  • Interrupt: This effect occurs before the Triggering action resolves.
  • Reaction: This effect occurs after the Triggering action resolves or during its resolution.

When an out of turn action consumes AP, you start your next turn with that many fewer AP.

Punish Attacks

Pokemon with Defensive Roles can make out of turn Interrupt attacks called Punish Attacks in response to the following triggers:

  • An adjacent foe starts a normal Movement (not a Disengage or standing up from Prone)
  • An adjacent foe uses a Ranged attack that doesn’t include you as a target

Additionally, some Moves may inflict a Mark on a character. Marking a foe also permits you to use Punish attacks against that foe, even if you do not have a Defensive Role. Additionally, any effect from a Move which allows a character to use a Punish Attack works regardless of whether that character has a Defensive Role and the innate ability to take Punish Attacks.

Characters can either use a Basic Attack for their Punish Attack or a Move which specifies it can be used as a Punish Attack. Characters can only perform one Punish Attack per Round.

Orders

Orders are a specific type of Free Action Trainers can take. Trainers may use only one Order per round, and Orders are all Priority Actions.

HP and Defeat

At 50% HP and below, a character is considered Shaken. This has no effect on its own but may be referenced by other effects.

When a character hits 0 HP, they are defeated and cannot act. HP cannot go below 0. All additional damage has no effect.

A defeated Trainer may still command Pokemon but cannot use Orders. Other Trainer Techniques that are not Abilities, Moves, or other attacks can still be used too, such as most Style Techniques. However, defeated Trainers may still use the Switch and Reposition Maneuvers and designate at the moment of defeat which allied Trainer becomes the new origin point for releasing Pokémon (treat it as if they tossed their Poké Balls over to them).