DaWobletfett asked me to bring up some more stuff rather than just put the thread down, so I'll put some stuff forward.
If you're talking about prompting the player when they select their action for the turn, I would be strongly against this. We're not trying to hand-hold players into "whoops, you didn't know about this mechanic before you clicked the move! here you go!". For example, we don't prompt a player to nudge them away from clicking Thunderbolt if your ally has LightningRod, or Fake Out on a grounded target in Psychic Terrain, or a non-super effective attack into Wonder Guard, or Poltergeist if the opponent's item has already been removed, or Substitute if your HP is below 25%, or dozens and dozens of other situations. Part of the skill of competitive Pokemon is understanding battle mechanics, and Gen 1 is full of unintuitive quirks. If the player doesn't understand the mechanics and chooses a move that would fail, that's on them.
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[22:44:11] &DaWoblefet: what I would respond with, so you can preempt me
[22:44:43] &DaWoblefet: is that other tiers would ask for each of their unique mechanics to implement some sort of "warning, this is probably a bad move!"
[22:45:09] &DaWoblefet: you can use the example of Sleep Talk Rest, as it's very comparable, but there were a few others listed
[22:45:49] &DaWoblefet: you can generate a much of those
[22:46:04] &DaWoblefet: I think you could go one of two ways
[22:46:13] &DaWoblefet: 1) argue that the math is a good enough difference
[22:46:29] &DaWoblefet: or 2) argue that those sorts of "you shouldn't do this" scenarios are perfectly fine to tell the player
[22:46:58] &DaWoblefet: I don't think hardcode mode is a good argument fwiw, no SPL player or even any competitive VGC player will use that on Showdown
I don't believe this is a slippery slope sort of deal as you said in DMs, and I would argue that this is in fact fallacious use of the term. I ask you this:
why would you go down that slope? Why would giving a hint for a rare mechanic - that can potentially lose you the game outright, I might add - lead to you suddenly giving hints for when Fake Out would fail every turn? This is a mechanic that has lost even high-level players tour games because, again, it's not your regular low ladder mistake. This isn't more hand-holdy than being told the sleep counter.
Every single mechanic you are citing here, while it can be compared to RBY Recovery Failure...I wouldn't say it's a simple rookie mistake. Again, this is something even high-level RBYers get wrong. Hell, on SmogTours it's common to joke during RBY games about possibly seeing the bug come up. What you're showing are all extremely basic interactions that you would know simply through viewing tooltips. Like, if you use Thunderbolt while your Lightningrod Raichu is out, christ, that is an extremely basic mistake and a case of you not even knowing your own team. Hell, in this scenario, you
ARE told that this is a bad move simply by mousing over your Raichu.
This, on the other hand, is a generation-exclusive mechanic that beginners often find out by accident, or when someone is specifically talking about the woes of RBY. It's not something that has been around in every game since the inception of abilities. You have to know an obscure 3-digit number for well over 30 Pokemon if you're the perfect player...possibly even in number and percentage if you're dedicated. Hell, this isn't even going into UU or Ubers where you have even more to remember. For a mechanic like this, it is perfectly reasonable to give a hint message in the Battle Log. Hell, even for someone like me, who remembers Chansey's Soft-Boiled fails at 448 and 192 HP - around 65% and 25% respectively - I can't remember Alakazam's numbers without doing Ctrl+F on my spreadsheet. I main this game and play no other generation, and have for many years. I really don't think it's as simple as going "just learn the mechanic". Hell, we're not even getting into level-limited formats yet where the numbers change, and you are absolutely doing math for those! You're losing timer for the sake of knowing if your recovery move is going to fail or not! Like, god, Random Battles are hell to check for...
(I also agree that Hardcore Mode isn't a great argument, since not only would this be taken away, but a
lot of other QoL features)
To take yet another example: clicking Sleep Talk on the final turn of Rest, when you're guaranteed to wake up and Sleep Talk is guaranteed to fail. The only functional difference I see between this and the Recover failure in Gen 1 is that Gen 1 requires you to do math. I would argue that implementing hand-holdy solutions for each mechanic like this, however unintuitive, takes away from the fact that as a player, you just need to learn mechanics like this; it's a part of the game to know them.
The ResTalk comparison feels like a reach, but I can see why you're bringing it up. You have very real alerts to this; namely the sleep turn counter and the move description. For RBY Recovery Failure, you have your HP number, which you have to actually recognize as the bad one. You have to remember a highly specific percentage (down to decimals, in fact) for not one, but multiple Pokemon. Alternatively, you remember a highly specific 3-digit number. There are many Rest users - even more obscure builds like Rest Rhydon which was used in SPL earlier - and this does affect them. This isn't a simple case of "just learn lol". I highly doubt someone playing RBY UU is remembering the recovery failure number for Aerodactyl.
Having the move indicate a visual change via color or something is likely a better solution than a popup suggested in the other thread, but what is the functional difference in this suggestion from the myriad of other mechanics that are unintuitive and not advantageous for the player to select across multiple generations?
The big difference here is the scope. There is no accessible resource for recovery failure numbers anywhere on Smogon: not on the strategy dex, not on any Smogon article (like the CH one), zippo, nada, goose egg. Those two pages in the OP - which are largely reserved to people who go through my resource hub - are the only ones, and it wasn't until I made them a few months ago that there was a comprehensive resource. The only one beforehand was
an obscure forum post on Pokemon Perfect which has had the sprites poof out of existence with no Pokemon names, so to use it, you have to quote the message and view the names. This is extremely obscure info, and as you say later on, you have to get out a calculator and put the numbers together. This is extremely different from any other unintuitive mechanic.
Generally, a lot of the scenarios you're putting forward simply don't compare to our problem. This is a QOL change that would take the edge off of one of the most controversial, unintuitive and universally despised mechanics in Pokemon history. Even top players despise this thing and there have been small cliques of people who would even argue its removal (don't actually do that). This, in my opinion, would be the perfect compromise.