Erm... would you mind posting an example?
Originally Posted by Ghosts of the Forums
The environment in which a battle is taking place can be both for aesthetic reasons ("ooh, I'm fighting in a grassy field") and to make mechanics that require information pertinent to that environment work. However (and I'm going to say this again), if the mechanics impose advantages and disadvantages based on things that the environment shouldn't affect at all, then at least those advantages and disadvantages should be completely balanced out. In other words, Nature Power, Secret Power, and Camouflage are not examples of mechanics that are based on things that the environment shouldn't otherwise affect, because the moves innately need the environment to "tell them what to do"; stat increases aren't things that the environment dictates. Yes, the entire mechanic of area fields is within flavor (some Pokémon being better at swimming in large bodies of water than others, for example), but in this situation, the flavor aspect should be dropped for mechanical design reasons.
Originally Posted by cascadethewarrior
Having said that, I'll start that list of benefits and hindrances again:
Normal - 1 benefit, 2 hindrancesThere's already an imbalance with the first two types on the list.
Fire - 2 benefits, 3 hindrances
One thing that I think you skimmed over is that the list of benefits and hindrances can be balanced if each of them are "2 benefits, 1 hindrance", if one has "2 benefits, 1 hindrance" and another has "4 benefits, 2 hindrances", or if one has "1 benefit, 1 hindrance" and another has "0 benefits, 0 hindrances". Obviously, it would be best balanced if each type had "0 benefits, 0 hindrances", but that's not the point of the mechanic that you introduced.