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Croverus
2010-07-21, 10:22 AM
This is a new thread after a few months of me trying to work out the system. I'm designing a pokemon style RPG where the players are their own created pokemon. I'm looking for input on how to improve these rules without completely changing them. Below is amore or less a copy of the rules and creations process for the game with changes that had been made. And a link to the old thread: Pokemon RPG (http://www.giantitp.com/forums/showthread.php?t=120720)

The point of the game is for each player to make their own pokemon from scratch. Your starting stats are determined by a combination of your pokemon type, your nature, how you will evolve (or not evolve if that is your choice), and what role your pokemon fits in during combat. This plays somewhat like Pokemon Dungeon in that every character you meet is a pokemon, the shop keepers, your fellow adventurers, and the wild pokemon you'll face. I'm designing every enemy from scratch, trying as best as I can to avoid using pokemon that exist. In fact this is pokemon in style and flavor, but there won't likely be characters from the pokemon cannon here unless you want your character to be based on a cannon pokemon.

The stats every pokemon has are Attack (determines how strong normal attacks are), Defense (determines how well a pokemon resists taking damage from normal attacks), Special Attack (determines the power of special moves that are more elemental than physical), Special Defense (hetermines how much a pokemon can resist the damage of special moves), Speed (how fast your pokemon is in combat, how far they can move in a turn, and accuracy and evasiveness), and Personality (the social stat for the game, which I made as a gauge of how successful a pokemon is at social encounters). Derived stats are Health Points, which are determined by a combination of your role's base HP dice and a number determined by adding your Defences together and 1/2 the sum. Add this sum to the Role's Base HP to find your Health at 1st level. (For example, a Tank(Base HP 10) with Def 12 and SpD 6 sas a Combined defense of 18. Half of that is 9, and added to the Tank's Base HP gives you a total of 19 starting Health.)

There are now 7 steps to character creation.

Step 1:
Roll for your base stats. Roll 2d8 for each stat and divide by 2, rounding down. You can decide where the numbers are assigned.

Step 2:
Choose your pokemon type. There are 17 types, each with strengths and weaknesses. Types add or subtract 1 to 3 points to an ability. No ability can go below 1. We were working on how to incorporate dual-types but have not yet implemented this design yet so any suggestions are welcome. The popular idea seemed to be to add Feats. We'll see how that goes. Also willing to look at a different way to determine base stats, maybe rolling them and then types modify 2 or 3 stats? Discuss.

Types

Type | Att | Def | SpA | SpD | Spd | Per
Fire | +1 | +0 | +1 | +0 | +0 | -1
Water | -1 | +1 | +0 | +1 | +0 | +0
Grass | +0 | +0 | +1 | +1 | -1 | +0
Normal | +0 | +0 | -1 | +0 | +0 | +2
Flying | +0 | +0 | -1 | +0 | +2 | +0
Rock | +1 | +2 | -1 | +0 | -1 | +0
Ground | +0 | +1 | +0 | -1 | +1 | +0
Electric | -1 | -1 | +1 | +0 | +2 | +0
Bug | +0 | +1 | +0 | +1 | +1 | -2
Fighting | +3 | +2 | -2 | -2 | +0 | +0
Psychic | -2 | -2 | +2 | +2 | +0 | +1
Ghost | -1 | +0 | +1 | +2 | +0 | -1
Dark | +0 | +0 | +3 | +0 | +0 | -2
Steel | +2 | +2 | +0 | +0 | -2 | -1
Dragon | +1 | +1 | +0 | -1 | -1 | +1
Ice | -1 | +0 | +1 | +1 | -1 | +1
Poison | +0 | -1 | +2 | +0 | +2 | -2

d% Table:

d% | Type
1-7 | Fire
8-14 | Water
15-21 | Grass
22-31 | Normal
32-38 | Flying
39-44 | Rock
45-50 | Ground
51-57 | Electricity
58-65 | Bug
66-71 | Fighting
72-75 | Psychic
76-79 | Ghost
80-82 | Dark
83-87 | Steel
88-92 | Poison
93-97 | Ice
98-100 | Dragon


Step 3:
Pick your pokemon's Nature. The following table shows all 30 natures. Each nature gives a +3 bonus to one stat and a -2 penalty to a second stat (min of 1) at level 1, and at each level up the bonus stat gains an extra +1 and the penalized stat has a -1 to its growth (min of +0). Rolling for Nature needs only 2d6. Doubles do not have a nature assigned to them, so reroll doubles. Nature is ALWAYS determined randomly

Nature:

| | 1 | 2 | 3 | 4 | 5 | 6
| | +Att | +Def | +SpAtt | +SpDef | +Spd | +Per
1 | -Att |
X | Bold | Modest | Calm | Timid | Kind
2 | -Def | Lonely |
X | Mild | Gentle | Hasty | Helpful
3 | -SpAtt | Adamant | Impish |
X | Careful | Jolly | Honest
4 | -SpDef | Naughty | Lax | Rash |
X | Naive | Curious
5 | -Spd | Brave | Relaxed | Quiet | Sassy |
X | Stubborn
6 | -Per | Serious | Hardy | Quirky | Bashful | Docile |
X


Step 4:
You have 5 stat points to place wherever you want, though you can not bring a stat above 15 after choosing type and nature. After doing so you will choose how your pokemon will evolve. In most cases a pokemon either won't evolve, or it can evolve once or twice. A pokemon can evolve by reaching a certain level, or using a special stone, or by very special circumstances that can be discussed with the GM. How evolution affects your stats is somewhat complicated, so rolling to see how your pokemon evolves is encouraged. You can, of course, choose them if you want.

Here's how you can evolve:

No Evolution - +2 To all of your stats
1 Evolution - +1 to all stats
A) By level - Pick level when you evolve, if before Lv 10, at evolution = +2 to three stats and +1 to two stats; if between 10 and 16, at evolution = +3 to one stat, +2 to four stats, +1 to last stat; if between 17 and 22, at evolution = +3 three stats, +2 to other three stats; if between 23 and 26, at evolution = +4 to two stats, +3 to three stats, +2 to last stat; if at 27 to 30, at evolution = +5 one stat, +4 to three stats, and +3 to two stats
B) By Stone - Pick a stone, Gain a net bonus of +10 (spread out how you want) and alter Type based on the stone
C) Special Circumstance - Talk with the GM about the details.
2 Evolutions - +0 to all stats
A) By Level - Pick the two levels you evolve at, bonuses are same formula as 1 evolution at -1 to all the bonuses. (So if you evolve first before lv 10 you get +1 to three stats, then evolve again between level 17 and 22, gain +2 to three stats and +1 to three stats.)
B) By Stone - First evolution, gain a net bonus of +6 (spread out how you want) and alter Type based on the stone, then second evolution, another net bonus of +6 and Type changes again. (Using a stone in evolution twice is very, very rare)
C) Special Circumstances - Talk with the GM about the details.


Tables:

d12 | Type of evolution
1-4 | Doesn't Evolve
5-9 | One Evolution
10-12 | Two Evolutions

d20 | One Evolution
1-2 | By Level, Before 10
3-7 | By Level, 10-16
8-11 | By Level, 17-22
12-15 | By Level, 23-26
16-17 | By Level, 27-30
18-19 | With a Stone
20 | Special Circumstances

9table]d20 | Two Evolutions (first evolution)
1-4 | By Level, Before 10
5-10 | By Level, 10-16
11-16 | By Level, 17-22
N/A | By Level, 23-26
N/A | By Level, 27-30
17-19 | With a Stone
20 | Special Circumstances
d20 | Two Evolutions (second evolution)
N/A | By Level, Before 10
N/A | By Level, 10-16
1-6 | By Level, 17-22
7-12 | By Level, 23-26
15-17 | By Level, 27-30
18-19 | With a Stone
20 | Special Circumstances


Step 5:
Pick your role. Now that all your base stats are set in place, the final step is picking your Role. Role is similar to a class, in that as you level up you gain levels in your role. There are only 6 roles, each designed for a specific purpose. Unlike the regular DnD adventurer who can pick and choose his class at every level and many multiclass to give them versatility, a pokemon is designed witha special role in mind. There are 6 roles, including the Leader with his strong personality and rounded stats, the Tank with high Health and defenses, the melee Thrasher with high attack and the Sneak with tricks and rouge-like abilities, and the ranged Sniper with precision attacks and Blaster with multiple attacks to attack an area of enemies. Class can be picked, or determined randomly.

Table

1 | Tank
2 | Blaster
3 | Sniper
4 | Thrasher
5 | Leader
6 | Sneak


Classes

Tank


Tank
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 10 | +1 | +3 | +0 | +2 | +0 | +0 | Pull Enemies
2 | +d10 | +0 | +2 | +0 | +1 | +0 | +0 | Soak Damage
3 | +d10 | +1 | +2 | +1 | +2 | +1 | +0 |
4 | +d10 | +0 | +3 | +0 | +2 | +0 | +1 |
5 | +d10 | +2 | +3 | +2 | +1 | +2 | +0 | Pull Enemies +1;Defend Ally
6 | +d10 | +1 | +1 | +0 | +2 | +0 | +1 |
7 | +d10 | +1 | +2 | +0 | +3 | +1 | +1 | Soak Damage +1
8 | +d10 | +0 | +2 | +1 | +3 | +1 | +0 |
9 | +d10 | +1 | +3 | +1 | +2 | +0 | +1 | Pull Enemies +2
10 | +d10 | +2 | +4 | +2 | +3 | +1 | +1 | Stalwart
11 | +d10+2 | +1 | +3 | +1 | +1 | +0 | +0 |
12 | +d10+2 | +2 | +2 | +1 | +2 | +1 | +0 | Soak Damage +2
13 | +d10+2 | +2 | +3 | +1 | +3 | +0 | +1 | Pull Enemies +3
14 | +d10+2 | +1 | +4 | +2 | +3 | +1 | +1 |
15 | +d10+2 | +3 | +5 | +3 | +4 | +2 | +1 | Improved Defend Ally
16 | +d10+2 | +2 | +3 | +2 | +2 | +0 | +0 |
17 | +d10+2 | +2 | +4 | +1 | +3 | +1 | +1 | Pull Enemies +4;Soak Damage +3
18 | +d10+2 | +3 | +4 | +2 | +4 | +1 | +0 |
19 | +d10+2 | +2 | +5 | +1 | +3 | +2 | +1 |
20 | +d10+2 | +3 | +5 | +3 | +4 | +2 | +2 | Solid Wall
21 | +d10+5 | +2 | +3 | +2 | +3 | +1 | +1 | Pull All Enemies
22 | +d10+5 | +3 | +4 | +2 | +3 | +1 | +1 | Soak Damage +4
23 | +d10+5 | +3 | +4 | +1 | +2 | +2 | +1 |
24 | +d10+5 | +4 | +3 | +2 | +4 | +1 | +2 |
25 | +d10+5 | +4 | +5 | +3 | +4 | +2 | +2 | Uncanny Defend Ally
26 | +d10+5 | +2 | +4 | +2 | +3 | +1 | +1 |
27 | +d10+5 | +3 | +4 | +3 | +4 | +2 | +1 | Soak Damage +5
28 | +d10+5 | +2 | +5 | +4 | +4 | +1 | +2 |
29 | +d10+5 | +4 | +4 | +3 | +3 | +2 | +3 |
30 | +d10+5 | +5 | +6 | +4 | +5 | +3 | +3 | Juggernaught

Pull Enemy - Once per combat, a targetted enemy ignores other Pokemon to attack you. Every 4 levels after 1st add a second use per combat, up to 5 uses at level 17.
Soak Damage - Once per combat, ignore 5 damage. Add 5 to the soak at level 7, 12 and 17, then add 10 to soak at level 22 and 27. Can only be activated for 1 attack.
Defend Ally - Allies adjacent to you add half you Defense rounded up to their Defense. At level 15 they also add half your Special Defense to their Special Defense. At level 25 They add your entire Defense bonus as long as they stay next to you.
Stalwart - Poison and Burns last only 3 rounds; Confusion time is halved after it is determined(min of 1 round).
Solid Wall - Can not be moved by force and can intercept and line attacks so they do not pass through; Can provide cover to Allies.
Pull All Enemies - All enemies within 30ft of you will target you, ignoring your Allies.
Juggernaught - No longer affected by Flinch, Paralysis, or Sleep; Defense and Special Defense can no longer be decreased.


Blaster


Blaster
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 4 | +1 | +0 | +3 | +0 | +2 | +0 | Strike Through
2 | +d4 | +0 | +0 | +2 | +1 | +1 | +1 |
3 | +d4 | +1 | +1 | +2 | +0 | +1 | +0 |
4 | +d4 | +1 | +0 | +1 | +1 | +1 | +0 | Extra Effects
5 | +d4 | +1 | +1 | +3 | +1 | +2 | +1 | Special Chain
6 | +d4 | +0 | +1 | +2 | +0 | +1 | +1 |
7 | +d4 | +1 | +0 | +2 | +0 | +2 | +0 | Strike Through +1
8 | +d4 | +1 | +1 | +3 | +1 | +2 | +1 |
9 | +d4 | +0 | +1 | +2 | +1 | +1 | +1 |
10 | +d4 | +2 | +1 | +3 | +1 | +2 | +1 | Area Strike
11 | +d4+1 | +1 | +0 | +2 | +0 | +2 | +1 |
12 | +d4+1 | +1 | +1 | +3 | +1 | +3 | +0 | Extra Effects +1
13 | +d4+1 | +0 | +1 | +3 | +2 | +2 | +1 | Strike Through +2
14 | +d4+1 | +2 | +2 | +2 | +1 | +2 | +2 |
15 | +d4+1 | +2 | +2 | +4 | +2 | +3 | +2 | Improved Special Chain
16 | +d4+1 | +1 | +1 | +3 | +0 | +3 | +1 |
17 | +d4+1 | +1 | +1 | +3 | +1 | +2 | +1 |
18 | +d4+1 | +2 | +2 | +4 | +1 | +3 | +2 |
19 | +d4+1 | +1 | +2 | +3 | +2 | +2 | +2 | Strike Through +3
20 | +d4+1 | +2 | +2 | +4 | +2 | +3 | +2 | Nova Blast; Extra Effects +2
21 | +d4+2 | +2 | +1 | +4 | +2 | +4 | +1 |
22 | +d4+2 | +1 | +1 | +3 | +1 | +3 | +2 |
23 | +d4+2 | +2 | +1 | +3 | +1 | +3 | +2 |
24 | +d4+2 | +2 | +2 | +4 | +2 | +4 | +1 |
25 | +d4+2 | +3 | +2 | +5 | +3 | +4 | +2 | Strike Through +4; Uncanny Special Chain
26 | +d4+2 | +2 | +2 | +4 | +2 | +3 | +3 |
27 | +d4+2 | +2 | +1 | +4 | +1 | +4 | +2 |
28 | +d4+2 | +3 | +2 | +5 | +2 | +4 | +2 | Extra Effects +3
29 | +d4+2 | +2 | +3 | +5 | +2 | +3 | +3 |
30 | +d4+2 | +4 | +3 | +6 | +3 | +5 | +3 | Davestator

Strike Through - When a target is hit by a Special Attack, 1 enemy adjacent to target takes half the damage the target took(rounded up). Every six levels after that, add one extra enemy, up to 5 enemies taking the strike through damage. This is Passive.
Extra Effects - Special Attacks that don't have an extra affect gain an appropriate one that will last for 3 rounds. Attacks that already have an extra effect has the effect last +1 round longer. Every 8 levels increase the number of rounds an effect lasts by 2. This is Passive.
Special Chain - Combine two similar Special Attacks into 1 dealing both attacks damage and effects to the target(s) at -5 damage to each attack. At level 15 this can be used to combine a normal Attack and Special attack together with no loss of damage. At level 25 three Special Attacks can be chained tog ether at +5 damage to each attack. After using a special Chain the Blaster must catch his breath for 1 round where he can only move at normal speed and use healing items.
Area Strike - 1/Encounter a Special Attack that normally hits one enemy can be modified to hit an entire area, damaging all the enemies at -5 damage.
Nova Blast - 1/Encounter a Special Attack that targets multiple enemies can turn into a close blast centered on you at -10 damage, and knockback all enemies caught in the blast to its edge. The Radius is equal to 1/4 the Special Attack's normal range.
Devastator - 1/Day the Blaster can combine all their special Attacks and target a single opponent, doing all the damage from the attacks to the target and ignoring resitance and weakness. All enemies with/in 10 spaces of the target take 1/3 of the damage (rounded down).


Sniper


Sniper
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 6 | +2 | +0 | +0 | +1 | +3 | +0 | Mark
2 | +d6 | +2 | +0 | +1 | +1 | +2 | +1 |
3 | +d6 | +1 | +1 | +1 | +1 | +3 | +0 | Swift Firing
4 | +d6 | +0 | +1 | +0 | +2 | +2 | +0 |
5 | +d6 | +2 | +1 | +1 | +1 | +2 | +1 | Greater Shot
6 | +d6 | +1 | +0 | +2 | +0 | +3 | +0 |
7 | +d6 | +1 | +1 | +1 | +1 | +2 | +1 | Mark +1
8 | +d6 | +2 | +2 | +1 | +1 | +1 | +1 |
9 | +d6 | +2 | +1 | +1 | +1 | +2 | +2 |
10 | +d6 | +3 | +1 | +1 | +2 | +3 | +1 | True Aim
11 | +d6+1 | +1 | +0 | +1 | +1 | +3 | +2 |
12 | +d6+1 | +2 | +1 | +2 | +1 | +2 | +1 | Swift Firing +1
13 | +d6+1 | +2 | +1 | +1 | +2 | +3 | +1 |
14 | +d6+1 | +3 | +2 | +1 | +1 | +3 | +2 | Mark +2
15 | +d6+1 | +2 | +2 | +2 | +2 | +4 | +2 | Improved Greater Shot
16 | +d6+1 | +2 | +1 | +1 | +2 | +3 | +2 |
17 | +d6+1 | +3 | +1 | +2 | +2 | +4 | +1 |
18 | +d6+1 | +3 | +2 | +2 | +1 | +3 | +2 |
19 | +d6+1 | +2 | +1 | +1 | +2 | +3 | +2 |
20 | +d6+1 | +3 | +2 | +2 | +3 | +4 | +3 | Precision
21 | +d6+2 | +3 | +1 | +2 | +2 | +4 | +3 | Swift Firing +2;Mark +3
22 | +d6+2 | +4 | +3 | +3 | +3 | +3 | +2 |
23 | +d6+2 | +3 | +2 | +2 | +2 | +4 | +3 |
24 | +d6+2 | +2 | +2 | +2 | +2 | +4 | +2 |
25 | +d6+2 | +4 | +3 | +3 | +3 | +5 | +3 | Uncanny Greater Shot
26 | +d6+2 | +3 | +2 | +2 | +3 | +4 | +3 |
27 | +d6+2 | +3 | +2 | +3 | +3 | +5 | +2 |
28 | +d6+2 | +4 | +3 | +3 | +4 | +5 | +2 | Mark +4
29 | +d6+2 | +4 | +2 | +2 | +3 | +6 | +3 |
30 | +d6+2 | +5 | +3 | +3 | +4 | +6 | +3 | Impossible Shot;Swift Firing +3

Mark - Marked targets takes 5 extra damage from all attacks. Every Every 7 levels increases the amount of damage Marked target takes by 5.
Swift Firing - Add 1 to the minimum number of hits a multiple hit attack performs. Every 9 levels adds another 1 to the minimum. This is Passive.
Greater Shot - Increase Range of all Normal ranged attacks by 50%. At level 15, increase range of all Special ranged attacks by 50%. At level 25, double range of all ranged attacks.
True Aim - 1/Encounter ignore any negative penalties for hit and damage for one normal ranged attack.
Precision - 1/Encounter add 50 to Att for purposes of hitting and damage.
Impossible Shot - 1/Day, before making an attack, multiply your Att and Spd by 5 and use the new numbers to determine hit and damage of the attack. Allowed one reroll if miss.


Thrasher


Thrasher
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 8 | +3 | +1 | +0 | +0 | +2 | +0 | Charge
2 | +d8 | +2 | +1 | +1 | +1 | +2 | +1 |
3 | +d8 | +2 | +1 | +0 | +0 | +1 | +0 | Intimidation
4 | +d8 | +3 | +0 | +1 | +0 | +2 | +0 |
5 | +d8 | +3 | +1 | +1 | +1 | +2 | +1 | Rending
6 | +d8 | +2 | +0 | +1 | +0 | +1 | +1 |
7 | +d8 | +3 | +1 | +0 | +1 | +2 | +1 |
8 | +d8 | +3 | +1 | +1 | +0 | +2 | +0 | Charge +1
9 | +d8 | +2 | +1 | +1 | +1 | +3 | +1 |
10 | +d8 | +3 | +2 | +2 | +1 | +3 | +1 | Crippling Strike
11 | +d8+2 | +3 | +1 | +1 | +2 | +2 | +1 | Intimidation +1
12 | +d8+2 | +4 | +2 | +2 | +2 | +2 | +2 |
13 | +d8+2 | +3 | +1 | +2 | +1 | +3 | +1 |
14 | +d8+2 | +4 | +1 | +1 | +1 | +2 | +1 |
15 | +d8+2 | +4 | +2 | +2 | +2 | +3 | +2 | Improved Rending;Charge +2
16 | +d8+2 | +3 | +1 | +2 | +2 | +2 | +2 |
17 | +d8+2 | +3 | +2 | +1 | +2 | +3 | +1 |
18 | +d8+2 | +4 | +2 | +2 | +1 | +3 | +2 |
19 | +d8+2 | +3 | +2 | +2 | +2 | +2 | +2 | Intimidation +2
20 | +d8+2 | +4 | +2 | +2 | +2 | +3 | +3 | Whirling Attacks
21 | +d8+4 | +4 | +3 | +3 | +3 | +3 | +2 |
22 | +d8+4 | +5 | +2 | +2 | +2 | +4 | +2 | Charge +3
23 | +d8+4 | +4 | +3 | +2 | +2 | +3 | +3 |
24 | +d8+4 | +5 | +2 | +3 | +3 | +4 | +2 |
25 | +d8+4 | +5 | +3 | +3 | +3 | +4 | +3 | Uncanny Rending
26 | +d8+4 | +4 | +3 | +2 | +2 | +3 | +3 |
27 | +d8+4 | +5 | +4 | +2 | +2 | +4 | +2 | Intimidation +3
28 | +d8+4 | +5 | +3 | +3 | +3 | +4 | +2 |
29 | +d8+4 | +5 | +4 | +3 | +2 | +5 | +3 | Charge +4
30 | +d8+4 | +6 | +4 | +3 | +3 | +5 | +3 | Furious Wrath

Charge - Full body attacks (Such as Tackle, Body Slam, etc) Allow you to cover an extra 2 spaces and deal 2 extra damage. Every 7 levels adds 2 more spaces covered and 2 more damage, to a max of an extra 10 spaces and 10 damage dealt. This is Passive.
Intimidation - Find the difference between your Personality and the Target's Personality. If yours is higher the enemy's Att is decreased to 1/4. If even, it is decreased to 1/2. If their Personality is higher their Att is decreased to 3/4. Every 8 levels you gain a +10 circumstance bonus when determining your Personality.
Rending - When dealing damage, the enemy is considered to have -5 Def and -5 SpAtt when you attack them in melee. At level 15 the penalty goes up to -10. At level 25 it goes up to -15 and applies to allies adjacent to you.
Crippling Strike - 1/Encounter turn a melee attack into a crippling blow that places a -5 penalty on all of the Taget's stats for 5 rounds.
Whirling Attacks - 1/Encounter a normal melee attack can be used to hit all adjacent enemies and your Def gains +10 until the beginning of your next turn.
Furious Wrath - 1/Day you can unleash all melee 1 hit attacks you are capable of on one target, at the expense of being unable to attack on your next turn.


Leader


Leader
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 8 | +0 | +1 | +1 | +1 | +0 | +3 | Inspire
2 | +d8 | +0 | +1 | +0 | +1 | +1 | +2 |
3 | +d8 | +1 | +1 | +1 | +0 | +1 | +3 | Team Effort
4 | +d8 | +1 | +0 | +1 | +1 | +0 | +3 |
5 | +d8 | +0 | +1 | +1 | +1 | +1 | +3 | Flanking
6 | +d8 | +1 | +1 | +0 | +0 | +1 | +2 |
7 | +d8 | +0 | +1 | +1 | +1 | +0 | +3 |
8 | +d8 | +1 | +0 | +0 | +1 | +1 | +3 | Inspire +1
9 | +d8 | +1 | +1 | +1 | +1 | +1 | +4 |
10 | +d8 | +1 | +1 | +1 | +1 | +1 | +4 | Helping Hand
11 | +d8+2 | +0 | +2 | +2 | +2 | +1 | +4 | Team Effort +1
12 | +d8+2 | +1 | +2 | +1 | +1 | +2 | +3 |
13 | +d8+2 | +1 | +1 | +2 | +1 | +1 | +3 |
14 | +d8+2 | +2 | +2 | +1 | +2 | +1 | +4 |
15 | +d8+2 | +1 | +2 | +2 | +2 | +2 | +3 | Improved Flanking; Inspire+2
16 | +d8+2 | +1 | +3 | +2 | +3 | +2 | +4 |
17 | +d8+2 | +2 | +2 | +3 | +2 | +1 | +4 |
18 | +d8+2 | +2 | +3 | +2 | +3 | +2 | +4 |
19 | +d8+2 | +1 | +3 | +2 | +2 | +2 | +5 | Team Effort +2
20 | +d8+2 | +2 | +3 | +3 | +3 | +2 | +5 | Back to Back
21 | +d8+3 | +2 | +4 | +2 | +3 | +3 | +4 |
22 | +d8+3 | +1 | +3 | +3 | +3 | +2 | +4 | Inspire +3
23 | +d8+3 | +2 | +3 | +3 | +4 | +2 | +4 |
24 | +d8+3 | +2 | +4 | +3 | +3 | +2 | +5 |
25 | +d8+3 | +3 | +3 | +3 | +3 | +3 | +5 | Uncanny Flanking
26 | +d8+3 | +2 | +3 | +3 | +4 | +2 | +6 |
27 | +d8+3 | +3 | +3 | +4 | +3 | +2 | +5 | Team Effort +3
28 | +d8+3 | +2 | +4 | +3 | +3 | +3 | +5 |
29 | +d8+3 | +2 | +4 | +3 | +4 | +2 | +6 | Inspire +4
30 | +d8+3 | +3 | +4 | +4 | +4 | +3 | +6 | Stand Together

Inspire - All adjacent allies have +2 Att and Def for the rest of Combat. Every 7 levels after 1st (8th, 15th, 22nd, 29th) Inspiration bonus increases by 4, up to +18 Att and Def at level 29.
Team Effort - Starting at 3rd level and every 8 levels after, then the Leader and one or more members of the group attempt to work together on an action, each member contributes +2 to the action's success (instead of just a +1). This is Passive.
Flanking - When the Leader is engaged in melee with an enemy with allies on the opposite side, bith the Leader and his allies gain +5 to Att and SpAtt that has a range of Melee. At Level 15 the bonus also works when Allies are to either side of the enemy, and the bonus is +10. At level 25 the Leader gives the bonus to his allies even if the Leader is 4 spaces away from the enemy, but allies still only get the bonus if they attack with melee. The bonus also improves to +15.
Helping Hand - 1/Encounter the Leader can restore an ally that has Fainted to 1/5 of their full health.
Back to Back - 1/Encounter, by gathering all the party into a close group, every member gains +15 their Def and SpDef , at -5 to their Att and SpAtt.
Stand Together - 1/Day the Leader can restore all the party to 2/3 their Health and cure all status effects and restore stat changes to normal. Allies with more than 2/3 their Health do not have their Health lowered.


Sneak


Sneak
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 6 | +1 | +0 | +2 | +0 | +2 | +1 | Surprise Attack
2 | +d6 | +1 | +1 | +2 | +0 | +2 | +0 | Sneak
3 | +d6 | +0 | +1 | +1 | +0 | +2 | +1 |
4 | +d6 | +1 | +0 | +2 | +1 | +2 | +1 |
5 | +d6 | +1 | +1 | +2 | +1 | +3 | +1 | Dodger
6 | +d6 | +1 | +1 | +2 | +0 | +2 | +0 | Surprise Attack +1; Sneak +1
7 | +d6 | +2 | +1 | +3 | +1 | +3 | +0 |
8 | +d6 | +1 | +0 | +2 | +1 | +3 | +1 |
9 | +d6 | +1 | +1 | +2 | +1 | +2 | +1 |
10 | +d6 | +2 | +1 | +3 | +1 | +3 | +2 | Cheap Shot; Sneak +2
11 | +d6+1 | +1 | +1 | +3 | +0 | +3 | +1 | Surprise Attack +2
12 | +d6+1 | +2 | +2 | +2 | +1 | +2 | +1 |
13 | +d6+1 | +2 | +1 | +2 | +1 | +3 | +1 |
14 | +d6+1 | +1 | +2 | +3 | +2 | +3 | +2 | Sneak +3
15 | +d6+1 | +2 | +2 | +3 | +2 | +3 | +2 | Improved Dodger
16 | +d6+1 | +2 | +3 | +3 | +1 | +2 | +1 | Surprise Attack +3
17 | +d6+1 | +2 | +2 | +4 | +2 | +3 | +2 |
18 | +d6+1 | +3 | +2 | +3 | +1 | +3 | +2 | Sneak +4
19 | +d6+1 | +2 | +3 | +3 | +1 | +2 | +3 |
20 | +d6+1 | +3 | +2 | +4 | +2 | +4 | +3 | Blinding Strike
21 | +d6+3 | +2 | +2 | +3 | +2 | +3 | +2 | Surprise Attack +4
22 | +d6+3 | +2 | +3 | +2 | +3 | +4 | +2 | Sneak +5
23 | +d6+3 | +3 | +2 | +3 | +2 | +4 | +3 |
24 | +d6+3 | +3 | +2 | +3 | +2 | +4 | +3 |
25 | +d6+3 | +4 | +3 | +4 | +3 | +5 | +4 | Uncanny Dodger
26 | +d6+3 | +3 | +2 | +4 | +2 | +4 | +3 | Surprise Attack +5; Sneak +6
27 | +d6+3 | +3 | +2 | +5 | +3 | +4 | +4 |
28 | +d6+3 | +4 | +2 | +4 | +3 | +5 | +4 |
29 | +d6+3 | +3 | +3 | +5 | +2 | +4 | +3 |
30 | +d6+3 | +4 | +3 | +5 | +3 | +5 | +4 | Assassinate; Sneak +7

Surprise Attack - Attacking an enemy unaware of your presence allows you to do an extra 4 damage, with melee attacks only. Every 5 levels increases the damage by 4, doing up to 24 bonus damage. This is Passive.
Sneak - Starting at level 2, You can spend 1 turn becoming hidden from an enemy. You can remain hidden for 4 rounds or until you attack an enemy. Your Speed is 1/2 while Sneaking. Every 4 levels grants +1 to movement and +3 rounds you can remain hidden.
Dodger - Area attacks have a 50% of doing only half damage. At level 15 they have a 50% of doing no damage and 50% of doing half damage. At level 25 they have 75% of doing no damage and 25% of doing half damage.
Cheap Shot - 1/Encounter a target hit by a Surprise Attack flinches for 3 rounds.
Blinding Strike - 1/Encounter you can cause an enemy that is Confused or Poisoned and Blind them as well. A Blind target reduces the accuracy of all his attacks by 50%. Inly attacks that have an Accuracy of "Never Miss" will not be reduced.
Assassinate - 1/Day from Sneak you can perform a Suprise Attack that ignored all of the target's Defenses and causes the target to flinch on their turn.



Step 6:
This is the most important step to me. Detail what your pokemon looks like. Body structure, how many limbs it has, doe sit have paws? Talons? Fists? Does it have no arms at all? Can it fly, and how? What is its favorite environment? Personality? Likes and dislikes? All the fluff goes here. But it's actually important. If you describe your pokemon as having a thin form and large claws, then it can do all kinds of Scratch attacks, but Tackle is not a likely attack of its. Once you've stated your pokemon and described it, I tell you your 2 starting Moves. You get 1 move every couple of levels, usually you have options as to which move you want to learn, similar to DnD 4e.

Step 7:

Pick two moves from teh list at the bottom, or create your own move using one that already exists and making changes to it. All move selections will need to be approved before the character is finalized.

This is a world without Trainers, without pokeballs or pokegyms. There is no pokemart or pokecenter technically, instead replaced by the Market and the Clinic. When you are beaten in combat you faint. Your party can revive you if they have the means to do so, but if they can't then your character spends 2 days in the clinic. There's a small fee for the healing, but its not hihg.

The economy deals in Pokecoins. Character's do not start with any Pokecoins, but they do start with a couple of berries, and items are not hard to come by while adventuring. It's not a huge issue, as most things are rarely more than 100 pokecoins. Finding 7 coins off a defeated enemy is a lot. The rarest items, like stones, do cost as much as 1000 coins, but they have very good reasons for costing so much.

If you are interested, post here and I'll walk you through the steps to make a character. Creating the character is the hardest part because of the sheer number of options, but once you've made it, you get to enjoy playing a constantly growing pokemon of your own design.

This is like all of the starting moves. Basically if it was an attack I picked it if the site I was using said it was 40 dmg or less. This scale turned the damage from the site to a scale of only 1-10 dmg for most attacks.

Moves list:

Pound - Normal(Normal); 1 Target - Melee; 100% Acc; 10 Dmg
Karate Chop - Normal(Fighting); 1 Target - Melee; 95% Acc; 16 Dmg
Double Slap - Normal(Normal); 1 Target - Melee (Hit 1d4+1 Times); 85% Acc; 4 Dmg
Comet Punch - Normal(Normal); 1 Target - Melee (Hit 1d4+1 Times); 80% Acc; 6 Dmg
Pay Day - Normal(Normal); 1 Target - 3 Spaces; 96% Acc; 5 Dmg; 50% chance to drop 1d6 pokecoins
Scratch - Normal(Normal); 1 Target - Melee; 98% Acc; 5 Dmg
Bind - Normal(Normal); 1 Target - Melee; 75% Acc; 3 Dmg; Enemy takes 2 Dmg for 1d4+1 rounds
Double Kick - Normal(Fighting); 1 Target - Melee(Hit 1d4+1 Times); 95% Acc; 7 Dmg
Sand attack - Status(Ground); 4 Spaces Cone; 90% Acc; Acc of Target's Moves decreased by 10
Fury Attack - Normal(Normal); 1 Targets - Melee (Hit 1d4+1 Times); 88% Acc; 5 Dmg
Tackle - Normal(Normal); 1 Target - 2 Spaces; 95% Acc; 8 Dmg
Wrap - Normal(Normal); 1 Target - Melee; 85% Acc; 3 Dmg; Enemy takes 1 Dmg for 1d4+1 rounds
Poison Sting - Normal(Poison) - 1 Target - 6 Spaces; 100% Acc; 3 Dmg; 20% chance to poison
Twin Needle - Normal(Bug) - 1 Target - 2 Spaces (Hit 1d4+1 Times); 96% Acc; 6 Dmg
Pin Missle - Normal(Bug) - 1-3 Targets - 8 Spaces (Hit Each 1d4 Times); 88% Acc; 3 Dmg
Leer - Status(Normal); 1 Target - 8 Spaces; 92% Acc; Target -3 Def
Tail Whip - N/A(Normal); 1 Target - Melee; 96% Acc; Target -4 Def
Growl - Status(Normal); All Enemies in 4 Space; 98% Acc; Target -3 Att
Sing - Status(Normal); All Targets in 6 Spaces; 55% Acc; Targets affected with Sleep for 1d4+2 rounds
Supersonic - N/A(Normal); 1 Target - 5 Spaces; 60% Acc; Target is Confused for 1d4+1 rounds
Disable - Status(Normal); 1 Target - 4 Spaces; 55% Acc; Target's last move is Disabled
Acid - Special(Poison); 1 Target - 6 Spaces; 90% Acc; 9 Dmg; Target -2 Def
Ember - Special(Fire); 1 Target - 5 Spaces; 95% Acc; 8 Dmg; Target 10% Burn
Water Gun - Special(Water); 1 Target - 8 Spaces; 95% Acc; 9 Dmg
Peck - Normal(Flying); 1 Target - Melee; 95% Acc; 6 Dmg
Absorb - Special(Grass); 1 Target - 5 Spaces; 95% Acc; 5 Dmg; User restores 1/4 Dmg dealt
Leech Seed - Special(Grass); 1 Target - 4 Spaces; 90% Acc; At end of Enemy's Turn, it takes 3 dmg and User regains 3 Health
Growth - Status(Normal); Self; User gains +3 SpA
Poison Powder - Status(Poison); All Enemies in 4 Spaces; 75% Acc; Targets are Poisoned
Stun Spore - Status(Grass); All Enemies in 4 Spaces; 75% Acc; Targets are Paralyzed
Sleep Powder - Status(Grass); All Enemies in 4 Spaces; 75% Acc; Targets Sleep for 1d4+1 rounds
String Shot - Status(Bug); 1 Target - 7 Spaces; 95% Acc; Target -4 Spe
Fire Spin - Special(Fire); 1 Target - 5 Spaces; 70% Acc; 4 Dmg; Enemy takes 3 dmg for 1d4 rounds
Thunder Shock - Special(Electric); 1 Target - 6 Spaces; 95% Acc; 7 Dmg; Target 15% Paralyzed
Meditate - Status(Psychic); Self; User gains +1 Att, +1 SpA, +1 Per
Quick Attack - Normal(Normal); 1 Target - 6 Spaces; 95% Acc; 7 Dmg
Harden - Status(Normal); Self; +3 Def
Withdraw - Status(Water); Self; +2 Def
Defense Curl - Status(Normal); Self; +4 Def
Focus Energy - Status(Normal); Self; Next attack 30% Crit (x3 Dmg)
Bide - Normal(Normal); 1 Target - 6 Spaces; If user takes any Dmg, user deals x2 Dmg to Target
Lick - Normal(Ghost); 1 Target - Melee; 95% Acc; 5 Dmg; Target 20% Paralyzed
Smog - Special(Poison); 1d4 Targets in 3 Spaces; 70% Acc; 4 Dmg; Target 15% Poisoned
Clamp - Normal(Water); 1 Target - Melee; 70% Acc; 7 Dmg; Enemy takes 3 Dmg for 1d4 rounds
Spike Cannon - Normal(Normal); 1 Target - 6 Spaces(Hit 1d4 Times); 92% Acc; 4 dmg
Constrict - Normal(Normal); 1 Target - Melee; 95% Acc; 2 Dmg; Target 10% -3 Spe
Barrage - Normal(Normal); 1 Target - 4 Spaces(Hit 1d4+1 Times); 85% Acc; 5 Dmg
Leech Life - Normal(Bug); 1 Target - 3 Spaces; 95%; 5 Dmg; User restores 1/4 Dmg dealt
Transform - Status(Normal); Self; Change types and stats to enemies, can only use the moves every 1d6 rounds. Do not gain any special abilities earned from Feats or Role
Bubble - Special(Water); 3 Spaces Cone; 100% Acc; 4 Dmg; Target -2 Spe
Splash - Status(Normal); Self; No affect
Fury Swipes - Normal(Normal); 1 Target - Melee(Hit 1d4+1 Times); 80% Acc; 3 Dmg
Sharpen - Status(Normal); Self; +4 Att
Triple Kick - Normal(Fight); 1 Target - Melee (Hit 3 times); 90% Acc; 6 Dmg
Thief - Normal(Dark); 1 Target - 2 Spaces; 95% Acc; 6 Dmg; 50% Steal item Target is carrying
Flail - Normal(Normal); 1 Target - Melee; 100% Acc; At 100% HP - 4 Dmg; at 75% - 7 Dmg; at 50% - 10 Dmg; at 25% - 14 Dmg; at 10% - 18 Dmg
Cotton Spore - Status(Grass); All Enemies in 4 Spaces; 85% Acc; Target(s) -4 Spe
Powder Snow - Special(Ice); 5 Spaces Cone; 95% Acc; 8 Dmg; Target 15% -2 Spe
Mach Punch - Normal(Fighting); 1 Target - 8 Spaces; 95% Acc; 9 Dmg
Scary Face - Status(Normal); All Enemies in 3 Spaces; 90% Acc; Target(s) -8 Spe
Mud-Slap - Special(Ground); 3 Spaces Cone; 95% Acc; 5 Dmg; 60% Acc of Target(s)' Moves decreased by 10
Foresight - Status(Normal); 1 Target - 8 Spaces; 100% Acc; Ignore target's resistances
Bone Rush - Normal(Ground); 1 Target - 5 Spaces; 80% Acc; 7 Dmg; 10% Target Flinches
Endure - Status(Normal); Self; Until next turn User's Health cannot go below 1; Successive use has only 65% working
Fury Cutter - Normal(Bug); 1 Target - 2 Spaces; 95% Acc; 3 Dmg; Consecutive successes Double the Dmg for this attack
Mean Look - Status(Normal); 1 Target - 8 spaces; 100% Acc; Target cannot Flee
Encore - Status(Normal); 1 Target - 6 Spaces; 95% Acc; Target must keep using the last move for 1d4+2 rounds
Pursuit - Normal(Dark); 1 Target - 8 Spaces; 100% Acc; 8 Dmg; If enemey is trying to Flee, deal x4 Dmg
Rapid Spin - Normal(Normal); 1 Target - 6 Spaces; 95% Acc; 5 Dmg; 2 Dmg to Enemies adjacent to Target
Sweet Scent - Status(Normal); All Enemies in 5 Spaces; 100% Acc; Moves Acc to hit Target(s) increased by 5
Twister - Special(Dragon); 1 Target - 8 Spaces; 100% Acc; 8 Dmg; 3 Dmg to Enemies adjacent to Target
Rock Smash - Normal(Fighting); 1 Target - Melee; 95% Acc; 5 Dmg; 60% Target -4 Def
Whirlpool - Special(Water); 1 Target - 5 Spaces; 70% Acc; 4 Dmg; Enemy takes 1 Dmg for 1d4 rounds
Fake Out - Normal(Normal); 1 Target - Melee; 100% Acc; 8 Dmg; Target Flinches
Charge - Status(Electric); Self; +3 SpA
Helping Hand - Status(Normal); Self and 1 Ally in 2 Spaces; Switch places with Ally and they gain +2 Att and +1 Spe
Yawn - Status(Normal); 1 Target - 6 Spaces; 100% Acc; After Target's next Move, Target Sleeps for 1d4 rounds
Knock Off - Normal(Dark); 1 Target - Melee; 100% Acc; 4 Dmg; Knocks enemy back 1 Space and breaks Grappling attacks
Arm Thrust - Normal(Fighting); 1 Target - Melee(Hit 1d4 Times); 95% Acc; 3 Dmg
Mud Sport - Status(Ground); All in 8 Spaces; 100% Acc; All Electric attacks do 1/2 Dmg in area
Water Sport - Status(Water); All in 8 Spaces; 100% Acc; All Fire attacks do 1/2 Dmg in area
Ice Ball - Normal(Ice); 1 Target - 8 Spaces; 90% Acc; 6 Dmg; 5% Target is Frozen
Astonish - Normal(Ghost); 1 Target - 4 Spaces; 95% Acc; 5 Dmg; 40% Target Flinches
Sand Tomb - Normal(Ground); 1 Target - 5 Spaces; 70% Acc; 4 Dmg; 65% Target -5 Spe
Bullet Seed - Special(Grass); 1 Target - 6 Spaces(Hit 1d6+1 Times); 100%; 2 Dmg
Howl - Status(Normal); Self; +4 Att
Bulk Up - Status(Fighting); Self; +3 Att and +2 Def
Rock Blast - Normal(Rock); 3 Space Cone; 80% Acc; 5 Dmg
Bullet Punch - Normal(Steel); 1 Target - 3 Spaces; 95% Acc; 9 Dmg
Ice Shard - Normal(Ice); 1 Target - Melee; 95% Acc; 8 Dmg; 10% Target is Frozen
Shadow Sneak - Normal(Ghost); 1 Target - Melee; 110% Acc; 9 Dmg; Always does 9 Dmg, regardless of Defense
Calm Mind - Status(Psychic); Self; +2 Def and +2 SpD
Double Hit - Normal(Noraml); 1 Target - Melee(Hit 2 Times); 90% Acc; 6 Dmg

When you create your pokemon, Two of these attacks will be given to you. You pick which two you would like, but the GM makes the final decision on which two attacks you'll start with.

Croverus
2010-07-21, 11:05 AM
Right now looking for input on ideas of how to do the following:
1) Implement a Feat system with ideas of a list of Feats
2) Find a better method for determining base stats, maybe rolling and then pokemon type alters some stats?
3) Figure out how STAB could increase damage
4) Figure out how to incorporate Dual types
5) Allow for new moves not alread listed, by simple changes such as maybe creating an ice move that's similar to Scratch, but does ice instead of normal damage. Thoughts?


Also looking for some people to try out the creation process. I'll post a few example pokemon later.

ForzaFiori
2010-07-21, 11:52 AM
This = Awesome.

Some ideas for what you were looking for:

1) unfortunately blank of feats. Sorry.

2) With how low stats are, perhaps a 1d3 or 1d4, +anywhere from 1 to 4 extra. That gives a good range, but will keep the types advantages, even with a crappy roll. This way, no matter how good a flying pokemon rolls, the rock pokemon will have a better defense, or MAYBE equal, but two rock pokemon may start with defenses 3 points apart, which is alot when the max is 8 or 9.

3) When using an attack that STAB applies, you do +1/2 your level (round up) extra damage, and anywhere you would use your attack or special attack stat, you add 1/2 of the other? If it is a defensive move, it could do the same with defense and special defense. It may be overpowered though, since I don't know exactly how your planning on handling attacks.

4) For duel types, pick two types, and your bonus (or base stat, if you don't roll) is the average of the two types, round up or down (DM choice). So if I am a poison ice pokemon, my stats are:
Att: 4 (3+5/2)
Def: 3 or 4 (3+4/2)
SpAtt: 7 (7+7/2)
SpDef: 5 or 6 (5+6/2)
Spd: 5 or 6 (4+7/2)
Per: 4 or 5 (3+6/2)

5) I think the new moves thing is a good idea. in the game, almost all types have similar attacks. There is a "basic" attack for nearly everything (ember for fire, scratch/pound for normal, poison sting for poison, etc). Changing the damage, and perhaps taking off a few points of damage if it can cause something like a burn or poison or something.

Morph Bark
2010-07-21, 12:00 PM
Is it supposed to only go up to level 30, or are you going to add stuff to make it go to level 50, 55, or even the maximum of the games: 100?

Croverus
2010-07-21, 12:14 PM
The level is capped at 30 right now only for simplicity. After we've worked out the more finalized rules I'll begin expanding into higher levels. Kind of like how World of Warcraft has progressively increased it's level cap with each expansion. Also the way it is right now, pokemon get very powerful, very quickly. Going beyond level 30 is a bit overkill. I'm actually planning on possibly adding in a system like paragon and epic tier options like in Dnd 4e. Ideas are welcome on this, possibly even allowing access to certain attacks and bonus abilities based on which paragon path and epic path you take? Epic paths I've already had in mind include: Becoming the leader of a pokemon Community; Becoming a Legendary pokemon; Wandering the world alone and your final wearabouts unknown; Transforming into an impossible 4th stage by some incredible means; Leaving the world (methods to be determined). I'm just unsire what to name them and what to give these epic paths.

ForzaFiori
2010-07-21, 01:28 PM
Any thoughts on my suggestions Croverus?

Lev
2010-07-21, 02:06 PM
I notice neither of your threads referenced this page:
http://www.scshop.com/~ritaxis/

Generally I let people play pokemon trainer in my campaigns, I've had an 11 year old (friend's son) and it went over well. Great gimmick.

Bacon Barbarian
2010-07-21, 02:14 PM
Electric type, not Electricity type. I know it doesnt matter much, but it was bugging the crap out of me

Croverus
2010-07-21, 03:16 PM
This = Awesome.

Some ideas for what you were looking for:

1) unfortunately blank of feats. Sorry

2) With how low stats are, perhaps a 1d3 or 1d4, +anywhere from 1 to 4 extra. That gives a good range, but will keep the types advantages, even with a crappy roll. This way, no matter how good a flying pokemon rolls, the rock pokemon will have a better defense, or MAYBE equal, but two rock pokemon may start with defenses 3 points apart, which is alot when the max is 8 or 9.

3) When using an attack that STAB applies, you do +1/2 your level (round up) extra damage, and anywhere you would use your attack or special attack stat, you add 1/2 of the other? If it is a defensive move, it could do the same with defense and special defense. It may be overpowered though, since I don't know exactly how your planning on handling attacks.


4) For duel types, pick two types, and your bonus (or base stat, if you don't roll) is the average of the two types, round up or down (DM choice). So if I am a poison ice pokemon, my stats are:
Att: 4 (3+5/2)
Def: 3 or 4 (3+4/2)
SpAtt: 7 (7+7/2)
SpDef: 5 or 6 (5+6/2)
Spd: 5 or 6 (4+7/2)
Per: 4 or 5 (3+6/2)

5) I think the new moves thing is a good idea. in the game, almost all types have similar attacks. There is a "basic" attack for nearly everything (ember for fire, scratch/pound for normal, poison sting for poison, etc). Changing the damage, and perhaps taking off a few points of damage if it can cause something like a burn or poison or something.

1) It's good, I'll work on something

2) Liking the 1d4, also looked at Maid RPG, something like 2d6 or 2d8 then divide to get the base stat, the modifiers based ont ype. I'll look into making a good base stat and then what bonuses and penalties could be possible. Might make the changes small, no more than a +/- 3 maybe 4.

3) This works well though because pokemon will have a good deal more health than their level indicates. A level one tank pokemon with high defences is at least in the mid to high teens, if not higher. Even the weakest pokemon, a Blaster with low defence, could manage 10 HP. So this addittional damage will keep battles from dragging out.

4) Hmm... this will probably be changed if I alter it so types give +/- a number to the stat. But averaging coudl still work, we'll see.

5) Glad you like it. I just always figure that if an ice pokemon is attacking you with claws made of ice, shouldn't it be doing ice damage instead of normal. So if you want to make a move that is scratch but with ice damage, there you go.



Electric type, not Electricity type. I know it doesnt matter much, but it was bugging the crap out of me
Fixed

Eternal Drifter
2010-07-22, 12:29 PM
Interesting... Because I'm searching for a system for Poke'mon in the Playground, I'll be keeping an eye on this. Whether or not I'll use it will be a different question...

Croverus
2010-07-22, 12:47 PM
Updating how type affects stats. You now roll base stats and type now acts as modifiers. So base stats will be modified in order by: type, nature, evolution path, and finally by class. No stat can go below 1, so if you roll low for something and you already have a type and nature that have penalties, you can assign the 1 to where the penalties go, then bump that stat back up with class choice.

Edit: suggestions of what the type modifiers look like per type are appreciated. No bonus or penalty will be greater than 3.

Nam Animus
2010-07-22, 02:50 PM
The biggest thing I'm concerned with is the pokeymans movelists. If moves aren't exclusive to a pokemon, Steel-type will be to this game the way Meta Knight is to SSBB tourneys.

But I can't see a way to get around that without writing up movelists for each pokeyman (use the ones that already exist?) or creating movelists like "Fire Master" for ember and stuff and "fire breather" for flamethrower.

Being a pokemon... sounds cool. Awfully inconvenient if a trainer catches you though.

- Animus

Croverus
2010-07-22, 03:06 PM
There are no trainers. There aren't any people. This is like pokemon Dungeon, except one step further as humans don't exist in this universe.

As for moves, type is the main factor, so for the most part a pokemon picks from it's same type moves, normal moves are possible if the pokemon has the right parts for it. Using a move of different type may require some justification. Also moves are like in pokemon dungeon, where they can affect rooms, lines, cones, etc, so your move choice would really depend on your role in a party.

Croverus
2010-07-26, 11:03 AM
Types now have modifiers. I am tryign to keep them as balanced as possible. This is just an overall what the type of pokemon's stat modifiers would be like before applying it's nature, evolution type, and class. Class especially can make up for a penalty to a stat you want your pokemon to have a high score in. I'm planning to post some samples of NPCs in a little bit. If you don't wish to roll for your stats I did create a commoner, heroic, and epic stat points.


Commoner array - 1, 1, 1, 2, 2, 3

Heroic array - 2, 2, 3, 3, 4, 5

Epic array - 3, 3, 4, 5, 6, 6


Those are the stats at level 1 before applying nature, evolution, and class. So a pokemon could have a stat or two in the double digits if they min/max. Commoner is used by most NPCs and mooks, Heroic is designed for players, and Epic is made for enemy bosses, like legendary pokemon (which there will be a few of) and important NPCs, like a village chief.

Edit: Just so you know, there are 4 NPC only classes to keep it so that not every NPC is as strong as the player pokemon. These are called Wild, Guard, Services, and Legendary. Feral pokemon use the Wild class, which has very slow stat gain, and should prove nothing more than a challenge when facing players of equal level in 1 on 1. They are inferior at higher levels. Guards are any pokemon NPC that live in a village that protect it and it's people. Many NPC village leaders that aren't a PC class will be Guard class. Services are the village pokemon that manage shops, healing tents, and manage other goods and services provided in the village. Legendary pokemon are unique pokemon who have gained tremendous power. They always use the Epic array and usually have at least a few levels, though encountering a Lv 1 Legendary is possible. Players can not be Legendary, however if we end up using 4ed level tiers it may be possible to have Legendary as an epic destiny.

For NPCs (since the players are considered rare pokemon) two pokemon witht he same name, type, and evolution can have a different class role, but they'll count as the same pokemon.

Croverus
2010-07-26, 11:33 AM
Here's a character sheet skeleton for you guys:


Name: (pokemon name)
Level: (you'll be 1st level)
Type: (pokemon type)
Nature: (pok9mon nature)
Class: (your class role)
Stats
Att ; Def ; SpA ; SpD ; Spe ; Per
Hp: (class base + (Def+SpD/2))

Moves: (List the 2 starter moves for your pokemon.)


Special Abilities: (List the class abilities you start with.)


Evolution: (Pick number of evolutions and show when and how you evolve.)


Description: (Describe the appearance fo your pokemon.)

Croverus
2010-07-27, 11:44 AM
Bumping, will post three samples, including a Lv 1 wild with the commoner array, a Lv 1 with the heroic array and a player class, and a Lv 5 Guard with the heroic array as a sort of "Cheif".

Still working on items. Man-made items are removed, but held items that could be natural or made by pokemon will be introduced, and will have berries.

ForzaFiori
2010-07-27, 02:40 PM
Any thoughts on how to have duel types yet?

Croverus
2010-07-27, 02:49 PM
Likely incorporate the rules for both times and stack them, so weaknesses to both, strengths against both, STAB for both types, and simply stack the bonuses. Whiel this can made some very powerful stat combinations, type weaknesses should help with that. Also, 3 bonus pokemon below:

Lillybill, the Cattail pokemon

Name: Lillybill
Level: 1
Type: Grass
Nature: Hasty
Class: Wild
Stats
Att 1; Def 3; SpA 6; SpD 3; Spe 4; Per 2
Hp: 9

Moves:
Lv1 Absorb - Special(Grass); 1 Target - 5 Spaces; 95% Acc; 5 Dmg; User restores 1/4 Dmg dealt
Lv1 Growl - Status(Normal); All Enemies in 4 Space; 98% Acc; Target -3 Att

Special Abilities: Berry Holder - When encountered, there is a 20% chance that the Lillybill will be carrying a common berry.

Evolution: 2 Evolutions; 1st at Lv 12 - +2 SpA, +1 Def, +1 SpD, +1 Spe, +1 Per; 2nd at Lv 20 - +2 Def, +2 SpA, +2 SpD, +1 Att, +1 Spe, +1 Per

Description: Lillybill looks like a small green cat with yellow bands around it's legs, tail and neck. It has a tail similar to a plant found in marshes and often whacks the tail on tree trunks to find other Lillybill. It has a a flower bud above each eye. It stands only 8 inches at the shoulder and weighs 6.2 lbs.


Doekin, the Snowstag pokemon

Name: Doekin
Level: 1
Type: Ice
Nature: Adamant
Class: Thrasher
Stats
Att 13; Def 6; SpA 5; SpD 5; Spe 9; Per 6
Hp: 14

Moves:
Lv1 Tackle - Normal(Normal); 1 Target - 2 Spaces; 95% Acc; 8 Dmg
Lv1 Ice Shard - Normal(Ice); 1 Target - Melee; 95% Acc; 8 Dmg; 10% Target is Frozen

Special Abilities: Charge - Full body attacks (Such as Tackle, Body Slam, etc) Allow you to cover an extra 2 spaces and deal 2 extra damage.Full body attacks (Such as Tackle, Body Slam, etc) Allow you to cover an extra 2 spaces and deal 2 extra damage.

Evolution: No Evolution

Description: Doekin charges its foes with it's 6 powerful legs. The shards of ices protruding from it's head are used like horns to stab and scratch the enemy. In winter the icycles grow to amazing length and become very heavy, shrinking when the spring returns. Stands 4' 3'' at the shoulder and weighs 218.6 lbs.


Groodore, the Knightly pokemon

Name: Groodore
Level: 5
Type: Steel
Nature: Careful
Class: Guard
Stats
Att 15; Def 22; SpA 4; SpD 17; Spe 4; Per 6
Hp: 46

Moves:
Lv1 Shield Rush - Normal(Steel); 1 Target - 5 Spaces; 90% Acc; 6 Dmg
Lv1 Harden - Status(Normal); Self; +3 Def
Lv3 Sharpen - Status(Normal); Self; +4 Att
Lv5 Bullet Punch - Normal(Steel); 1 Target - 3 Spaces; 95% Acc; 10 Dmg


Special Abilities: Halt! +1 - Can resist being pulled/pushed/slid twice per encounter. Can also choose to prevent an adjacent target from moving. The Guard declares whether it is resisting a pull/push/slide or preventing another from moving.
Awareness - Has a 25% chance to detect hidden enemies and enemies using concealing powers even if the Guard could not normally detect the target. This is a passive ability.
Backup - When dropped to below 1/2 health, there is a 10% chance that the Guard can call for aid. 1d4 rounds later a Guard with levels equal to the Guard that called for backup's Level -4 appears. If combat ended already the backup knows who defeated the Guard. Can only be used once per day.

Evolution: No Evolution

Description: Groodore is 5' 7'' and weighs around 578 lbs. He appears asa bulky suit of armor carryign a large shield but no weapon. The shield is actually it's left arm, made of denser metal that the rest of its body. It's face is mostly featureless other than it's green eyes.

Croverus
2010-07-27, 04:05 PM
This is a list of dual types. I went down the line, and realized that a fire/flying and flying/fire are going to have the same stats, so yeah, that made creating thsi list a lot simpler.

DUAL TYPES

{table]Type | Attack | Defense | SpAttack | SpDefense | Speed | Personality

Fire/Water | +0 | +1 | +1 | +1 | +0 | -1
Fire/Grass | +1 | +0 | +2 | +1 | -1 | -1
Fire/Normal | +1 | +0 | +0 | +0 | +0 | -1
Fire/Flying | +1 | +0 | +0 | +0 | +2 | +1
Fire/Rock | +2 | +2 | +0 | +0 | -1 | -1
Fire/Ground | +1 | +1 | +1 | -1 | +1 | -1
Fire/Electric | +0 | -1 | +3 | +0 | +2 | -1
Fire/Bug | +1 | +1 | +1 | +1 | +1 | -3
Fire/Fighting | +4 | +2 | -1 | -2 | +0 | -1
Fire/Psychic | -1 | -2 | +3 | +2 | +0 | +0
Fire/Ghost | +0 | +0 | +2 | +2 | +0 | -2
Fire/Dark | +1 | +0 | +4 | +0 | +0 | -3
Fire/Steel | +3 | +2 | +1 | +0 | -2 | -2
Fire/Dragon | +2 | +1 | +1 | -1 | -1 | +0
Fire/Ice | +0 | +0 | +2 | +1 | -1 | +0
Fire/Poison | +1 | -1 | +3 | +0 | +2 | -3

Water/Grass | -1 | +2 | +1 | +3 | -1 | +0
Water/Normal | -1 | +1 | -1 | +1 | +0 | +2
Water/Flying | -1 | +1 | -1 | +1 | +2 | +0
Water/Rock | +0 | +3 | -1 | +1 | -1 | +0
Water/Ground | -1 | +2 | +0 | +0 | +1 | +0
Water/Electric | -2 | +0 | +1 | +1 | +2 | +0
Water/Bug | -1 | +2 | +0 | +2 | +1 | -2
Water/Fighting | +2 | +3 | -2 | -1 | +0 | +0
Water/Psychic | -3 | -1 | +2 | +3 | +0 | +1
Water/Ghost | -2 | +1 | +1 | +3 | +0 | -1
Water/Dark | -1 | +1 | +3 | +1 | +0 | -2
Water/Steel | +1 | +3 | +0 | +1 | -2 | -1
Water/Dragon | +0 | +2 | +0 | +0 | -1 | +1
Water/Ice | -2 | +1 | +1 | +2 | -1 | +1
Water/Poison | -1 | +0 | +2 | +1 | +2 | -2

Grass/Normal | +0 | +0 | +0 | +1 | -1 | +2
Grass/Flying | +0 | +0 | +0 | +1 | +1 | +0
Grass/Rock | +1 | +2 | +0 | +1 | -2 | +0
Grass/Ground | +0 | +1 | +1 | +0 | +0 | +0
Grass/Electric | -1 | -1 | +2 | +1 | +1 | +0
Grass/Bug | +0 | +1 | +1 | +2 | +0 | -2
Grass/Fighting | +3 | +2 | -1 | -1 | -1 | +0
Grass/Psychic | -2 | -2 | +3 | +3 | -1 | +1
Grass/Ghost | -1 | +0 | +2 | +3 | -1 | -1
Grass/Dark | +0 | +0 | +4 | +1 | -1 | -2
Grass/Steel | +2 | +2 | +1 | +1 | -3 | -1
Grass/Dragon | +1 | +1 | +1 | +0 | -2 | +1
Grass/Ice | -1 | +0 | +2 | +2 | -2 | +1
Grass/Poison | +0 | -1 | +3 | +1 | +1 | -2

Normal/Flying | +0 | +0 | -2 | +0 | +2 | +2
Normal/Rock | +1 | +2 | -2 | +0 | -1 | +2
Normal/Ground | +0 | +1 | -1 | -1 | +1 | +2
Normal/Electric | -1 | -1 | +0 | +0 | +2 | +2
Normal/Bug | +0 | +1 | -1 | +1 | +1 | +0
Normal/Fighting | +3 | +2 | -3 | -2 | +0 | +2
Normal/Psychic | -2 | -2 | +1 | +2 | +0 | +3
Normal/Ghost | -1 | +0 | +0 | +2 | +0 | +1
Normal/Dark | +0 | +0 | +2 | +0 | +0 | +0
Normal/Steel | +2 | +2 | -1 | +0 | -2 | +1
Normal/Dragon | +1 | +1 | -1 | -1 | -1 | +3
Normal/Ice | -1 | +0 | +0 | +1 | -1 | +3
Normal/Poison | +0 | -1 | +1 | +0 | +2 | +0

Flying/Rock | +1 | +2 | -2 | +0 | +1 | +0
Flying/Ground | +0 | +1 | -1 | -1 | +3 | +0
Flying/Electric | -1 | -1 | +0 | +0 | +4 | +0
Flying/Bug | +0 | +1 | -1 | +1 | +3 | -2
Flying/Fighting | +3 | +2 | -3 | -2 | +2 | +0
Flying/Psychic | -2 | -2 | +1 | +2 | +2 | +1
Flying/Ghost | -1 | +0 | +0 | +2 | +2 | -1
Flying/Dark | +0 | +0 | +2 | +0 | +2 | -2
Flying/Steel | +2 | +2 | -1 | +0 | +0 | -1
Flying/Dragon | +1 | +1 | -1 | -1 | +1 | +1
Flying/Ice | -1 | +0 | +0 | +1 | +1 | +1
Flying/Poison | +0 | -1 | +1 | +0 | +4 | -2

Rock/Ground | +1 | +3 | -1 | -1 | +0 | +0
Rock/Electric | +0 | +1 | +0 | +0 | +1 | +0
Rock/Bug | +1 | +3 | -1 | +1 | +0 | -2
Rock/Fighting | +4 | +4 | -3 | -2 | -1 | +0
Rock/Psychic | -1 | +0 | +1 | +2 | -1 | +1
Rock/Ghost | +0 | +2 | +0 | +2 | -1 | -1
Rock/Dark | +1 | +2 | +2 | +0 | -1 | -2
Rock/Steel | +3 | +4 | -1 | +0 | -3 | -1
Rock/Dragon| +2 | +3 | -1 | -1 | -2 | +1
Rock/Ice | +0 | +2 | +0 | +1 | -2 | +1
Rock/Poison | +1 | +1 | +1 | +0 | +1 | -2

Ground/Electric | -1 | +0 | +1 | -1 | +3 | +0
Ground/Bug | +0 | +2 | +0 | +0 | +2 | -2
Ground/Fighting | +3 | +3 | -2 | -3 | +1 | +0
Ground/Psychic | -2 | -1 | +2 | +1 | +1 | +1
Ground/Ghost | -1 | +1 | +1 | +1 | +1 | -1
Ground/Dark | +0 | +1 | +3 | -1 | +1 | -2
Ground/Steel | +2 | +3 | +0 | -1 | -1 | -1
Ground/Dragon | +1 | +2 | +0 | -2 | +0 | +1
Ground/Ice | -1 | +1 | +1 | +0 | +0 | +1
Ground/Poison | +0 | +0 | +2 | -1 | +3 | -2

Electric/Bug | -1 | +0 | +1 | +1 | +3 | -2
Electric/Fighting | +2 | +1 | -1 | -2 | +2 | +0
Electric/Psychic | -3 | -3 | +3 | +2 | +2 | +1
Electric/Ghost | -2 | -1 | +2 | +2 | +2 | -1
Electric/Dark | -1 | -1 | +4 | +0 | +2 | -2
Electric/Steel | +1 | +1 | +1 | +0 | +0 | -1
Electric/Dragon | +0 | +0 | +1 | -1 | +1 | +1
Electric/Ice | -2 | -1 | +2 | +1 | +1 | +1
Electric/Poison | -1 | -2 | +3 | +0 | +4 | -2

Bug/Fighting | +3 | +3 | -2 | -1 | +1 | -2
Bug/Psychic | -2 | -1 | +2 | +3 | +1 | -1
Bug/Ghost | -1 | +1 | +1 | +3 | +1 | -3
Bug/Dark | +0 | +1 | +3 | +1 | +1 | -4
Bug/Steel | +2 | +3 | +0 | +1 | -1 | -3
Bug/Dragon | +1 | +2 | +0 | +0 | +0 | -1
Bug/Ice | -1 | +1 | +1 | +2 | +0 | -1
Bug/Poison | +0 | +0 | +2 | +1 | +3 | -4

Fighting/Psychic | +1 | +0 | +0 | +0 | +0 | +1
Fighting/Ghost | +2 | +2 | -1 | +0 | +0 | -1
Fighting/Dark | +3 | +2 | +1 | -2 | +0 | -2
Fighting/Steel | +5 | +4 | -2 | -2 | -2 | -1
Fighting/Dragon | +4 | +3 | -2 | -3 | -1 | +1
Fighting/Ice | +2 | +2 | -1 | -1 | -1 | +1
Fighting/Poison | +3 | +1 | +0 | -2 | +2 | -2

Psychic/Ghost | -3 | -2 | +3 | +4 | +0 | +0
Psychic/Dark | -2 | -2 | +5 | +2 | +0 | -1
Psychic/Steel | +0 | +0 | +2 | +2 | -2 | +0
Psychic/Dragon | -1 | -1 | +2 | +1 | -1 | +2
Psychic/Ice | -3 | -2 | +3 | +3 | -1 | +2
Psychic/Poison | -2 | -3 | +4 | +2 | +2 | -1

Ghost/Dark | -1 | +0 | +4 | +2 | +0 | -3
Ghost/Steel | +1 | +2 | +1 | +2 | -2 | -2
Ghost/Dragon | +0 | +1 | +1 | +1 | -1 | +0
Ghost/Ice | -2 | +0 | +2 | +3 | -1 | +0
Ghost/Poison | -1 | -1 | +3 | +2 | +2 | -3

Dark/Steel | +2 | +2 | +3 | +0 | -2 | -3
Dark/Dragon | +1 | +1 | +3 | -1 | -1 | -1
Dark/Ice | -1 | +0 | +4 | +1 | -1 | -1
Dark/Poison | +0 | -1 | +5 | +0 | +2 | -5

Steel/Dragon | +3 | +3 | +0 | -1 | -3 | +0
Steel/Ice | +1 | +2 | +1 | +1 | -3 | +0
Steel/Poison | +2 | +1 | +2 | +0 | +0 | -3

Dragon/Ice | +0 | +1 | +1 | +0 | -2 | +2
Dragon/Poison | +1 | +1 | +2 | +0 | +1 | -1

Ice/Poison | -1 | -1 | +3 | +1 | +1 | -1
[/table]

ForzaFiori
2010-07-27, 04:36 PM
Sweet. Now I really wanna play a game using this.

Marvel-dude
2010-07-27, 05:36 PM
Great system and I love the massive options you have when creating your character.

But how does the stats play a role? When I look at the moves, something like...
Pound does 10 damage. Is this a fixed amount that cannot be increased even if the pokemon has like.. 25 str? And it will do 10 points of damage even if the pokemon has 1 str?

What does the different stats work? Is defense like physical damage reduction?
Is Personality like charisma? Etc

(Sorry if these are stupid questions. It was just something I was wondering about)

Croverus
2010-07-27, 05:50 PM
Right, should have covered that.

Attack and Defense are used to counter eachother. When you attack a target, your Attack score is divided by their defense score and that number is multiplied by the damage, which is rounded. Special Attack and Special Defense are the same but with attacks designated as Special.

Example: A pokemon with an Att of 15 targets an enemy with a defense of 10 with Pound and hits. 15/10= 1.5 multiplied by Pound's damage of 10, and Pound deals 15 damage.

Speed mostly determines who goes first, and how many spaces you can move (uses grid map), every 3 Speed allows for 1 square of movement, minimum of 0 Move. So having a Pokemon with speed of 1 or 2 means you're pretty stationary until someone comes along and carries you.

Personality is the charisma stat. Also every 10 points increases the bonus or penalty applied by status moves by 1. So a pokemon with a personality of 10-19 reduces an enemy's defense by 4 with Leer, instead of the normal 3, while using Calm mind increases it's own defense and special defense by 3 each, instead of just by 2 each.

Chronos Flame
2010-07-27, 05:52 PM
I like it! I definitely want to play it and, out of curiosity, made a pokemon. However I am very confused about a few things. For one I agree with Marvel-Dude. How do the stats actually affect battle? Also, is there still the limit of 4 moves? Do they have PP?

Also, the blaster spec seems almost overpowered, but maybe I am reading it wrong.

Edit: Okay I get the stats now. Is there any sort of AC type thing? Like will speed also make you a little harder to hit?

Marvel-dude
2010-07-27, 06:01 PM
OKay so that is how you use the stats, I like it :D

but how do you use the attacks? Do you just roll a d100 and check?
Of course you wouldn't have to roll with a move that has an accuracy of 100. But everything <100 = rolls right?

Can you dodge in this game?
And how about weaknesses? If my fire pokemon attacks your grass pokemon with a fire attack, does the grass pokemon take x2 the damage? (And more if it was a grass/bug type?

Croverus
2010-07-28, 01:10 AM
The way I'm gonna handle moves is you start with 2 moves, gain a new move at 3rd, 5th, 7th, and 9th levels, then 12th, 15th, 18th, then 24th and 30th.

Still need to figure how it'll work. Either limit it to a certain number of uses per day, encounter and daily abilities from 4e. This one makes a lot of sense, just would have to figure out which ones would be basic, encounter, and daily.

The other option which I came up with is as you gain powers you can keep 6, replacing new powers as you go. You pretty much pick powers you want and can make new powers whenever you want, your only limit is you have to get moves approved. You can plan out your moves ahead of time. Limits of how often you can use a power can be determined if necessary.

Attacks have the % chance to hit, which will be rolled similar to in Dark Heresy. So if an attack's accuracy is 90%, as long as you roll an eleven or higher on a d% you'll hit. And then there are moves to decrease accuracy. Sand attack for example reduces the Accuracy of a target's moves by 10%. Having a high Personality can make this even more effective. And multiple uses stack 3 times.

STAB makes same type moves add the pokemon's level x 1/2 to damage.
A weakness causes you to take 1.5 damage.
Dual types with both types having the same weakness take x2 damage.
An attack that is not very effective does .5 damage (rounded up).
For a dual type where both types are resistant to an attack, damage is reduced to .25.

Some of the dual types listed are a bit hard to make work, but if you can give a good reason (good, not convulted and overcomplicated) why a pokemon is Both Fire and Ice, I'll go with it. If a dual type has one type that is resistant and another that is weak, it cancels out to normal damage. Immunity to a type of damage stays, so that Rock/Ghost type is immune to fighting.

The main thing for me is I haven't been able to test out anything other than the creation process and 2 test fights.

Chronos Flame
2010-07-28, 03:00 PM
The way I'm gonna handle moves is you start with 2 moves, gain a new move at 3rd, 5th, 7th, and 9th levels, then 12th, 15th, 18th, then 24th and 30th.

Still need to figure how it'll work. Either limit it to a certain number of uses per day, encounter and daily abilities from 4e. This one makes a lot of sense, just would have to figure out which ones would be basic, encounter, and daily.

The other option which I came up with is as you gain powers you can keep 6, replacing new powers as you go. You pretty much pick powers you want and can make new powers whenever you want, your only limit is you have to get moves approved. You can plan out your moves ahead of time. Limits of how often you can use a power can be determined if necessary.

Attacks have the % chance to hit, which will be rolled similar to in Dark Heresy. So if an attack's accuracy is 90%, as long as you roll an eleven or higher on a d% you'll hit. And then there are moves to decrease accuracy. Sand attack for example reduces the Accuracy of a target's moves by 10%. Having a high Personality can make this even more effective. And multiple uses stack 3 times.

STAB makes same type moves add the pokemon's level x 1/2 to damage.
A weakness causes you to take 1.5 damage.
Dual types with both types having the same weakness take x2 damage.
An attack that is not very effective does .5 damage (rounded up).
For a dual type where both types are resistant to an attack, damage is reduced to .25.

Some of the dual types listed are a bit hard to make work, but if you can give a good reason (good, not convulted and overcomplicated) why a pokemon is Both Fire and Ice, I'll go with it. If a dual type has one type that is resistant and another that is weak, it cancels out to normal damage. Immunity to a type of damage stays, so that Rock/Ghost type is immune to fighting.

The main thing for me is I haven't been able to test out anything other than the creation process and 2 test fights.

It looks like you thought through a lot. What about feats? Have you thought about something akin to metamagic since in this system every pokemon will have the potential of a caster? Maybe a dumbed down metamagic that takes additional PP from the move or something?

I'd be happy to help you test things if possible.

Croverus
2010-07-28, 03:59 PM
You gain 1 feat at first level, another at second, then every 4th level after that. So 1st, 2nd, 6th, 10th, 14th, 18th, 22nd, 26th, and 30th.

I actually amde most of these up just now as I was thinking about this:

Dual type
You were born with more than one type to determine your stats. Both types usually show somehow and even if the types conflict they can still be possible.
Prereq- 1st level; or you evolve at the same level you gain a feat.
Benefit- your stat modifiers are taken from the dual types, you have the strengths and weaknesses of both types and can use moves with either type as well as Normal moves. If taken when you evolve, the new stats from the dual type are applied to you again as if you had no type before.

Survivor
You are much harder to defeat than a normal pokemon of your level.
Prereq- Defense or Special Defense of 10
Benefit- +3 HP for every 10 points of Defense and Special Defense. This is retroactive, so is you go from 16 Defense to 20 Defense you gain an additional 3 HP.

Natural Leader
Your ability to lead comes to you with no training and and others pay attention to you when you're speaking.
Prereq- Personality of 10
Benefit- Status moves are 1.5x as effective for you. In addition, a Leader with this feat can grant bonuses to 2 extra allies.

Type Familiarity
You know how to effectively use same type moves, making them even more effective than normal. However, a move with a type different from your own seems less practiced.
Prereq- Know 3 moves that benefit from STAB
Benefit- Any move you know that benefits from STAB adss your level to damage. But moves that do not benefit from STAB deal 3/4 normal base damage.
Normal- Pokemon without this feat only ever add 1/2 their level to damage for moves benefiting from STAB.

Type Specialization
You focus keenly on moves that use the same type of damage as your own type and are especially skilled at using them.
Prereq- Not a Dual-type; Type Familiarity
Benefit- Your STAB adds your level to damage and has 10% better Accuracy, this bonus damage is in addition to the bonus damage from Familiarity. All other moves take a 15% penalty to accuracy.

Type Mastery
You are so in tune with your type that you forsake any other type and put fear in your enemies with your overwhelming attacks.
Prereq- Type Specialization, Character level 18, All moves are same type.
Benefit- In addition to the benefits of Type Familiarity and Type Specialization, your supper effective damage is now x2 against a single type, dual types with both weak against you take x3 damage. You cannot use moves that aren't the same type as you, except for normal moves.


I'm interested in coming up with feats that would benefit specific classes. The Type Familiarity -> Specialization -> Mastery feat group can turn a blaster or sniper into a very deadly erson, I need to think up feats that would help out tanks, thrashers, and rouges.

Chronos Flame
2010-07-28, 05:17 PM
So wait, normally you cant learn moves that aren't either normal or of your own type? Then why have STAB at all? I would suggest letting reasonable moves get learned (like a water pokemon learning ice fang) and do away with "type Learning". Keep Type Familiarity and Specialization though. It's a good way to keep STAB moves stronger while making other moves slightly weaker.

Croverus
2010-07-28, 05:30 PM
Ok, removing type learning and allowing you to use moves that make sense.

ForzaFiori
2010-07-28, 05:32 PM
You should have something that lets you use the more powerful moves that exist (either a level requirement, or perhaps a feat that unlocks stronger attacks)

Chronos Flame
2010-07-28, 05:33 PM
I'm curious, is this just a "What if" or do you plan on running a game of this?

Croverus
2010-07-28, 05:39 PM
I'm planning to design an entire campaign world with this. And this allows people to make their very own pokemon. If your guy looks and acts just like a squirtle, I won't stop you.

Edit: Case-in-point, I am already setting up several small tribes and a large village who sort of manages the tribal "politics" like territory, hunting and gathering rights, trade, etc. That Lv 5 guy is a leader of a tribe that lives towards the wastelands, including a number of other steel, rock, ground, poison, fighting, and dark types. The Lillybill is a common wild pokemon and it's 2nd and 3rd evolutions are found in many of the villages working with herbs and medicine, while the Doekin are the dominant pokemon species in a gang that lives up in the mountains. I'm making a top down map and some local grid maps.

Chronos Flame
2010-07-28, 05:41 PM
Huh, cool. Will it be over the net?

Croverus
2010-07-28, 05:44 PM
Huh, cool. Will it be over the net?

If I can find someone to help me make the wiki. I'm using the GitP boards until I can get my own website. And this will all be free of course.

ForzaFiori
2010-07-28, 05:45 PM
I don't know anything about making wiki's unfortunately, but I'd be more than willing to help play test.

Chronos Flame
2010-07-28, 05:46 PM
So will all the existing pokemon still exist?

Jjeinn-tae
2010-07-28, 05:52 PM
Are there going to be... I think they're called abilities in the games, like Bulbasaur has a bonus to grass damage when below 1/3 HP, Pikachu has static... and so on? I would suggest wonder guard being limited to legendaries, but most the others would probably be useful and balanced.

I also volunteer for testing this.

Chronos Flame
2010-07-28, 06:16 PM
Awesome, with me you have three play testers! haha

Croverus
2010-07-29, 09:35 AM
Abilities could be implemented via feats, probably most simple ones being available at 2nd or 6th level. Mind you I'm not trying to make an exact duplicate of the pokemon world. It's just that their world is a good template and trying to create moves completely from scratch and come up with my own types would probably add an extra month to the process.

Existing pokemon only exist if someone makes an expy of them. Most pokemon will be origional. The last time I gave this a test run - we never got past people making pokemon and then one guy tested out combat. It lasted 3 rounds, as it should have. We were able to make roughly 20 pokemon though. I've already made 5 more with my example pokemon (3 technically as I haven't actually evolved a Lillybill and figured out how strong it's evolved forms are, which I at least named Lauralie and Flowalion).

A pokemon created by a player can be used as a regular pokemon, simply changing the class to the Wild template for feral versions or to an NPC template for regular versions you see in the villages. An NPC version of a player's character will often be less heroic looking. This can greatly increase the number of pokemon species.

In short, this is really only pokemon in a few aspects: 1) Name; 2) Types; 3) Nature; 4) Combat mechanics (with D&D influences); 5) Items

Most everything else is made from scratch.

Chronos Flame
2010-07-29, 01:39 PM
You could make abilities first level feats. People who make powerful type choices for avoiding damage will have to spend their first level feat on having two types where others could choose an ability. It might cut down on powergaming potential slightly (though pokemon is already an unbalanced world)

Jjeinn-tae
2010-07-29, 02:29 PM
Ok, I want to see if I understand the character creation then, lets make... Frshle... yeah...

Ok, Frshle is going to be a water/fire (see its the onomatopoeia of water hitting flames)

That gives it net attributes of +0 +1 +1 +1 +0 -1 over the heroic array, giving us: 2 att, 3 def, 4 spAtt, 4 spDef 5 spd, 4 per.

a roll for nature, first is x, second is y.

1d6
1d6

for simplicity, lets say Frshle does not evolve, +2 to all stats.

From what I see, there are three real roles here to maximize Frshle's abilities, Blaster, Leader, and Sneak, I'm going to go Sneak. While sneak doesn't give it a huge bonus to specials like Frshle excels in naturally, it gives some melee ability, and can still hide and shoot from a distance. Sneak gives Frshle +1, +0, +2, +0, +2, +1, 6 HP, and Surprise attack.

Important Question for the system: Is the role universal for the species? As in, are all Frshle sneaks?

Ok, looks, Frshle looks as a river rock that is always glossy as if wet. A puff of steam always emanates from a dark, almost scorched area in the center of the rock. Occasionally a flame sputters from Frshle, which makes a loud noise as it releases a large amount of steam. Faster than it looks, it seems to slide around everywhere, as if incredibly slippery.

That really sets it up as a pre-evolution of something else, maybe shifting to fire/rock, there are no rules for that, and I'm going to leave it as a non-evolver for now.

Ok, for attacks, I notice there is no smokescreen style attack, which really needs to be one of Frshle's starters, so we are going to give Frshle "Steam"

Steam (Water) 3 space radius, reduces accuracy of all attacks by... 10%? There isn't really a base for this attack, but it sounds good initially, though I can see 5% being more balanced. Also, water types should probably be immune, or something.

The next ability is going to be melee to capitalize on Surprise Attack, Frshle will have to wait till level 3 for a fire attack. We'll give it Fake Out, Frshle will probably move around a lot, so it can look like its trying to slide past, and suddenly juke into the enemy.

Ok, so we have it all except for figuring out the nature, is that about right? It seems like a rather comprehensive system, though accuracy adjustments will need to be balanced I can tell from this already. Are the attacks to increase in quality as you get to higher levels? Like adding Fire Blast or something once you get high enough?

Final Sheet, not counting nature:

Name: Frshle
Level: 1
Type: Water/Fire
Nature: ???
Class: Sneak
Stats
Att 5; Def 5; SpA 8; SpD 6; Spe 9; Per 7
Hp: 11.5 = 11

Moves:
Steam(water) 3 space radius, -10% accuracy to all attacks through area.
Fake Out(Normal) 1 target, Melee, 100% accuracy, 8 damage, target flinches.


Special Abilities: Surprise Attack


Evolution: None


Description: A small, glossy river rock with a scorched area on top. A constant plume of steam drifts from the scorch, occasionally revealing a flame that is quickly snuffed out.

Croverus
2010-07-29, 03:36 PM
Ok, I want to see if I understand the character creation then, lets make... Frshle... yeah...

Ok, Frshle is going to be a water/fire (see its the onomatopoeia of water hitting flames)

That gives it net attributes of +0 +1 +1 +1 +0 -1 over the heroic array, giving us: 2 att, 3 def, 4 spAtt, 4 spDef 5 spd, 4 per.

a roll for nature, first is x, second is y.

1d6
1d6

for simplicity, lets say Frshle does not evolve, +2 to all stats.

From what I see, there are three real roles here to maximize Frshle's abilities, Blaster, Leader, and Sneak, I'm going to go Sneak. While sneak doesn't give it a huge bonus to specials like Frshle excels in naturally, it gives some melee ability, and can still hide and shoot from a distance. Sneak gives Frshle +1, +0, +2, +0, +2, +1, 6 HP, and Surprise attack.

Important Question for the system: Is the role universal for the species? As in, are all Frshle sneaks?

Ok, looks, Frshle looks as a river rock that is always glossy as if wet. A puff of steam always emanates from a dark, almost scorched area in the center of the rock. Occasionally a flame sputters from Frshle, which makes a loud noise as it releases a large amount of steam. Faster than it looks, it seems to slide around everywhere, as if incredibly slippery.

That really sets it up as a pre-evolution of something else, maybe shifting to fire/rock, there are no rules for that, and I'm going to leave it as a non-evolver for now.

Ok, for attacks, I notice there is no smokescreen style attack, which really needs to be one of Frshle's starters, so we are going to give Frshle "Steam"

Steam (Water) 3 space radius, reduces accuracy of all attacks by... 10%? There isn't really a base for this attack, but it sounds good initially, though I can see 5% being more balanced. Also, water types should probably be immune, or something.

The next ability is going to be melee to capitalize on Surprise Attack, Frshle will have to wait till level 3 for a fire attack. We'll give it Fake Out, Frshle will probably move around a lot, so it can look like its trying to slide past, and suddenly juke into the enemy.

Ok, so we have it all except for figuring out the nature, is that about right? It seems like a rather comprehensive system, though accuracy adjustments will need to be balanced I can tell from this already. Are the attacks to increase in quality as you get to higher levels? Like adding Fire Blast or something once you get high enough?

Final Sheet, not counting nature:

Name: Frshle
Level: 1
Type: Water/Fire
Nature: ???
Class: Sneak
Stats
Att 5; Def 5; SpA 8; SpD 6; Spe 9; Per 7
Hp: 11.5 = 11

Moves:
Steam(water) 3 space radius, -10% accuracy to all attacks through area.
Fake Out(Normal) 1 target, Melee, 100% accuracy, 8 damage, target flinches.


Special Abilities: Surprise Attack


Evolution: None


Description: A small, glossy river rock with a scorched area on top. A constant plume of steam drifts from the scorch, occasionally revealing a flame that is quickly snuffed out.


You choose where the numbers for the heroic array go by the way, so it isn't Att 2, Def 2, SpA 3, SpD 3, Spe 4, Per 5. You can move those around a bit.

No, not all Frshle have to be Sneaks. But any non-player Frshle will either be Wild, or use one of the other NPC templates and use the Commoner array. NPC Frshle that use a PC class will most likely be sneaks, but it's not a 100% thing.

Also before pickign evolution you get to assign 5 stat point wherever you want. This helps balance out ay penalties from type and nature you want to try and make up for.

For the move Steam, how's this: Steam - Status(Water); 3 Space radius; 90% Acc; Acc of Target's Moves decreased by 10; Water pokemon immune to Steam.

Hp rounds up, in fact all things round up, so you always do 1 damage if you hit, you always round up when determining HP, and you always round up to the nearest 10's place when determining how much your attack stat vs the target's defense stat changes the attack's base damage.

I'll maybe add a feat that you can take if you evolve at a level you can gain a feat, and have the feat so you can change one of your types. It would be the same as dual typing rules for evolving from a single type to a dual type, except you will reverse the stat changes caused by the type being removed. I'll think up an example later. I want to test simple stuff first before we start getting complicated.

I'll begin making a list of moves you can start learning at Lv 11, and a second list for moves you unlock at lv 21.

ForzaFiori
2010-07-29, 03:58 PM
For changing types, why not just remove any bonii or penalties from your current type (or types) and then add on the bonii or penalties from your new ones? Y would a feat be needed?

Croverus
2010-07-29, 04:03 PM
For changing types, why not just remove any bonii or penalties from your current type (or types) and then add on the bonii or penalties from your new ones? Y would a feat be needed?

Because we have a feat for gaining a new type. Changing a type should be a big deal. Going from a water to a water/fire makes sense to use a feat. And it's the type strengths and weaknesses that are important, the change in stats is a bit more minor.

Jjeinn-tae
2010-07-29, 04:09 PM
Ok, that all makes sense I think, I can personally attest that it is good to start simple, and have an idea on where you're going with it, which is seems you do.

Steam looks good there, a miss being probably the fire failing to start.


With maximum attacks (I think I remember you mentioning them a while back, around 6?) you might want to consider having attacks known to be set by the DM exclusively. A 4 limit, which the games have taught us, requires careful thought on what your Pokemon does for the team, anything that won't be used frequently cannot be allowed in. I see this as a good "norm" in a PnP provided you have a good amount of players, though it is not very forgiving for learning the system. 5 would probably be a good place to learn, as it gives a once in a while ability to be allowed in without penalty. 6 would be good for when you're short on players, or otherwise want them to have a huge amount of versatility.

Croverus
2010-07-29, 04:24 PM
I think I can work with the variable allowed moves. I had chosen six because I wasn't expecting to have a ton of people at once playing toegether, and it gives you the option to keep early moves you really liked while gaining new more powerful moves that have a higher miss chance.

5 moves would be good if the players had a little experiance.

4 moves is for people who know what they're doing with their pokemon. Most wild pokemon CAN be used by a player if they don't want to go throught he whole process of making their own. In which case the base stats, type, and evolution are already decided, but you get to pick the nature and class and where the 5 points go.

Jjeinn-tae
2010-07-29, 05:06 PM
Seems like you have a good idea of what you're doing, and it seems pretty accurate to the games. I see some moves might have some difficulty with balance in this format with the new health systems. Toxic and Will-o-Wisp in particular might be a little difficult just because they double damage every turn until cured, though I suppose that depends on how frequently your DM lets you find berries that cure those afflictions.


...Good thing cruel DM's probably won't be attracted to this system.

Chronos Flame
2010-07-29, 07:13 PM
Okay so I ran some battle numbers. First I should describe the tables for I don't know the best way of organizing them. The first one is a blaster attacking a tank, the next one is a tank attacking a blaster. It is organized by level of both characters (assuming they are the same) and then there will be four columns. One for a 5dmg attack (roughly ember's power in this), one for 25dmg attack (roughly flamethrower), One for 40dmg attack (roughly fire blast), and one for 60 (roughly blast burn or hyper beam). The HP entry is the defenders full HP before the attack (average for the class. a tank got 6s for every d10 and a blaster got alternating 2s and 3s for every d4)

Note, it is unlikely you will have the 25pow attack before 11th level or so. It is also unlikely that you will have the 40 or 60pow attacks before 21st level or so. They are only on the table for perspective.

Table 1: Blaster attacking tank. No type advantage. SpAtt and SpDef used.
{table=head]lvl|HP|5pow|25pow|40pow|60pow
1st|10|6|29|46|69
6th|40|6|30|48|72
11th|72|6|28|45|67
16th|112|6|28|44|66
21st|155|6|28|44|66
26th|210|6|28|45|67
30th|254|6|29|46|68
[/table]

Here we start to see a problem. Damage more or less does not change throughout the levels. At level 6 it would take a blaster 7 hits with ember (or whatever) to kill a tank. And then it would take that same blaster at max level 4 hits to kill a tank with blast burn, which I would imagine would have some hefty drawbacks. Sure, this is without STAB or weakness, but a blaster and a tank should be an equal match considering one is the hardest hitter and one is the best defender. This is not so, and you will see what I mean in a second.

Table 2: Tank attacking blaster. No type advantage. Att and Def used.

{table=head]lvl|HP|5pow|25pow|40pow|60pow
1st|4|6|30|48|72
6th|17|7|32|50|75
11th|30|7|35|55|81
16th|48|7|35|56|84
21st|66|8|36|57|86
26th|89|8|39|63|94
30th|107|8|40|64|95
[/table]

See, a tank attacking a blaster will destroy it. I think there may be some battle issues here. I suggest making 4-6 progressions and use them for all classes, just in different stats. I'm not sure if that will fix it, but it might help. Otherwise you may need a new way of figuring damage.

Now let me post the 30th level stats gained from those two classes. These numbers are only the class bonuses, no type or evolution.

Tank: HP:29d10+80 Att:63 Def:106 SpAtt:49 SpDef:85 Spe:32 Per:29

Blaster: HP:29d4+34 Att:44 Def:38 SpAtt:97 SpDef:38 Spe: 77 Per:41

As you can see, pure statwise the Tank crushes the blaster no matter who is attacking...


Edit: adding the lvl30 gains from the other classes for comparison.

Sniper: HP:29d6+36 Att:74 Def:44 SpAtt:49 SpDef:57 Spe:101 Per:51

Thrasher: HP:29d8+68 Att:109 Def:56 SpAtt:51 SpDef:47 Spe:84 Per:49

Leader: HP:29d8+58 Att:41 Def:66 SpAtt:58 SpDef:63 Spe:47 Per:119 (WOW)

Sneak: HP:29d6+46 Att:62 Def:51 SpAtt:94 Spd:44 Spe:94 Per:58

PS. sorry if the stats are 1 or 2 off, but if they are, they should be very very close.

Jjeinn-tae
2010-07-29, 07:39 PM
Hmm, that is troublesome, though is it not accurate to the games as well? From what I've seen, unless you out level your enemy by a bit, an offensive pokemon is going to loose to a defensive pokemon without a type advantage.

I'm not saying there's that much of a disparity, there's definitely some tweaking to be done at this early stage, but I've noticed it seems to tip that way in the games, that's when a different offensive pokemon comes out with a type advantage.


Edit: Did you calculate the same type attack bonus for both of them? There were rules for that right?

Chronos Flame
2010-07-29, 07:44 PM
Hmm, that is troublesome, though is it not accurate to the games as well? From what I've seen, unless you out level your enemy by a bit, an offensive pokemon is going to loose to a defensive pokemon without a type advantage.

I'm not saying there's that much of a disparity, there's definitely some tweaking to be done at this early stage, but I've noticed it seems to tip that way in the games, that's when a different offensive pokemon comes out with a type advantage.


Edit: Did you calculate the same type attack bonus for both of them? There were rules for that right?

While that is fine for the games, and makes up much of the strategy, it can't be that way for an RPG. There is no switching pokemon to be done. You play a single pokemon.
The damage is untweeked in those charts. For STAB you add half your level to damage, and for weakness you multiply the damage by 1.5 (I'm not sure if that's after of before STAB)

ForzaFiori
2010-07-29, 10:13 PM
While that is fine for the games, and makes up much of the strategy, it can't be that way for an RPG. There is no switching pokemon to be done. You play a single pokemon.
The damage is untweeked in those charts. For STAB you add half your level to damage, and for weakness you multiply the damage by 1.5 (I'm not sure if that's after of before STAB)

But there WILL probably be a party. Just like how in DnD, when you find something one person might have trouble with, someone else might destroy it, you can do that here. If I'm an electric pokemon, and we come up on a rock pokemon, I'm gonna need all my buddies because suddenly i'm SOL.

Chronos Flame
2010-07-29, 10:27 PM
But there WILL probably be a party. Just like how in DnD, when you find something one person might have trouble with, someone else might destroy it, you can do that here. If I'm an electric pokemon, and we come up on a rock pokemon, I'm gonna need all my buddies because suddenly i'm SOL.

Absolutely, I still think all the classes should be given similar progressions just in different stats. It would make the numbers not so overwhelmingly in one class's favor. Also, a suggestion. Maybe make the lowest HP a d6 and the highest a d10. d4 is very low, and while okay for wizards who have some nasty things they can do, it's a bit of a suicide for a blaster.

ForzaFiori
2010-07-29, 10:32 PM
Oh, they should be balanced, yes. I was simply pointing out that even in an RPG where you can't "switch" pokemon, you have ways to take out things that your particular pokemon isn't the best at destroying.

Chronos Flame
2010-07-29, 10:33 PM
Oh, they should be balanced, yes. I was simply pointing out that even in an RPG where you can't "switch" pokemon, you have ways to take out things that your particular pokemon isn't the best at destroying.

Oh for sure. This system would be hell if you had to solo it. I do very much hope if an online campaign starts up once the system is refined, I get to be a part of it.

ForzaFiori
2010-07-29, 10:38 PM
Oh for sure. This system would be hell if you had to solo it. I do very much hope if an online campaign starts up once the system is refined, I get to be a part of it.

oh yea. Me too. Not sure what type of pokemon yet, But i definitely want in oon a campaign.

Chronos Flame
2010-07-29, 10:52 PM
oh yea. Me too. Not sure what type of pokemon yet, But i definitely want in oon a campaign.

I already made one to see how the creation worked. I will use it if he lets me. I've always been a fire pokemon freak haha. Anyway, I am working on some possibly more balanced progressions. If you like the idea of them Croverus, I will post them.

ForzaFiori
2010-07-29, 11:01 PM
Part of me wants to do a Fire/Ice pokemon called Frostburn (no idea of anything except the name), but the other part wants me to go with my favorite and have a grass/poison pokemon. Not sure of anything about it yet though.

Jjeinn-tae
2010-07-29, 11:19 PM
Absolutely, I still think all the classes should be given similar progressions just in different stats. It would make the numbers not so overwhelmingly in one class's favor. Also, a suggestion. Maybe make the lowest HP a d6 and the highest a d10. d4 is very low, and while okay for wizards who have some nasty things they can do, it's a bit of a suicide for a blaster.

I second this idea, Pokemon really don't vary that much in HP when they aren't Legendary, or a couple of the most dedicated defenders.

Chronos Flame
2010-07-29, 11:28 PM
I edited my post to include the lvl30 stats of all classes. Also, it seems Per may be a somewhat overpowered stat. Maybe have it be leader's 2nd highest ability. A well placed paralysis from somebody with that crazy of a Per is deadly. It's the equivalent of a save-or-die. Better yet, make it so natures can't affect Per.

Croverus
2010-07-29, 11:45 PM
Ok, answering a few questions.

First, a Blaster is a crowd control unit, so this is a bad match up anyway. In any case a Tank is supposed to take several turns to kill. From everyone.

STAB and weaknesses, Stab is applied before the multiplier.

What are the SpAtt and Defense stats for the Blaster and SpDef and Attack of the Tank you used? This alters the damage. The attack stat used is divided by the defender's comparative defense stat and that number, rounded to the nearest 10ths place, and then multiply the attacks damage by that number (rounded up). And that's how much damage you deal. Also there are the class special abilities.

Edit: adding to the HP rules. At every level a pokemon gains HP for it's class and gains bonus HP based on adding it's Defenses together, dividing by 5 and rounding up. This adds additional HP for those witha lot of Defense.

Most enemies you face won't have player levels, since enemies with them are more like minbosses.

Chronos Flame
2010-07-29, 11:49 PM
Ok, answering a few questions.

First, a Blaster is a crowd control unit, so this is a bad match up anyway. In any case a Tank is supposed to take several turns to kill. From everyone.

STAB and weaknesses, Stab is applied before the multiplier.

What are the SpAtt and Defense stats for the Blaster and SpDef and Attack of the Tank you used? This alters the damage. The attack stat used is divided by the defender's comparative defense stat and that number, rounded to the nearest 10ths place, and then multiply the attacks damage by that number (rounded up). And that's how much damage you deal. Also there are the class special abilities.

It was just a very basic match up. I used the stats they would have from that class+5 in each stat (to represent somewhat basic starting stats). No nature, and no weaknesses or STAB. I did the damage calculations correctly. So no worries there. I think this would be solved with slightly tweaked and more evened progressions. I can post an idea if you wouldn't mind.

Jjeinn-tae
2010-07-30, 12:18 AM
Hmm, with blaster being a crowd control, there doesn't appear to be really a ranged equivalent of the thrasher, in the just tear everyone apart with psychic or fire or whatever. There are several canonical Pokemon that would probably fit that, and while most are legendaries, like Mewtwo or Ho-oh, you have a couple that are less legendary, like Alakazam, or Electabuzz... Hmm they from what I know of the later ones (I've only played up to Gen 3) they tend to stray away from that sort of style with non legendaries.


Though beyond that statement which I'm not really sure where I was going with anymore, I see something really great about this system when the kinks are all worked out. A DM will have increasing amounts of Pokemon to work with the more games they go through. They might make 10 or 20 at first, including legendaries, but they'll have their player's Pokemon as well to work with when it starts. If they have 5 Players that create their own, and create a couple each game, the DM will have a monster compendium's worth in short order.

Chronos Flame
2010-07-30, 04:25 AM
Just read the bit about bonus HP. That will lead to a lvl 30 tank having somewhere around 800 or 1000 hp wont it? Isn't that a step backwards in balancing the classes? It seems like having high Def and SpDef is a boon enough in of itself without granting obscene amounts of extra HP. Suddenly we are talking closer to 15 hits from a blaster's (highest SpAtt) hyperbeam to kill one of these things.

Croverus
2010-07-30, 09:42 AM
Point taken. I'm going to have to redo the HP for the example pokemon I made.

Ignore the last thing about HP then, you gain HP as your class after first level.

Also I ask for advice about Accuracy. I did have that your Speed would affect your accuracy.

{table]Spe | Acc +/-
<10 | -20
10-20 | -15
20-30 | -10
30-40 | -5
40-50 | +0
50-60 | +5
60-70 | +10
70-80 | +15
80-90 | +20
90-100 | +25
100< | +30
[/table]

Chronos Flame
2010-07-30, 01:34 PM
Point taken. I'm going to have to redo the HP for the example pokemon I made.

Ignore the last thing about HP then, you gain HP as your class after first level.

Also I ask for advice about Accuracy. I did have that your Speed would affect your accuracy.

{table]Spe | Acc +/-
<10 | -20
10-20 | -15
20-30 | -10
30-40 | -5
40-50 | +0
50-60 | +5
60-70 | +10
70-80 | +15
80-90 | +20
90-100 | +25
100< | +30
[/table]

Thats a pretty good idea since usually speed only has an effect on initiative and thats no longer going to be the most important thing. You may wanna make it have slightly less impact though, just because now in th first few levels it will be sort of hard to hit for everyone, and at higher levels fast players will be consistently hitting with fireblast. That could be a good or a bad thing though.

Croverus
2010-07-30, 01:39 PM
Cosnidering you won't be fighting eachother and There are other ways to lower accuracy, like an enemy Leader with the Natural Leader Feat who hasa high Personality hitting you with Paralysis or Sleep and blinding those that resist with Accuracy reducing moves (which thanks to the leader's class abilities and the feat bonsu means he's dropping your Accuracy stat down a good deal every time he sues the move).

Note: Moves that alter a target's stats, how much damage they do, or their accuracy can stack 3 times.

Chronos Flame
2010-07-30, 01:49 PM
Cosnidering you won't be fighting eachother and There are other ways to lower accuracy, like an enemy Leader with the Natural Leader Feat who hasa high Personality hitting you with Paralysis or Sleep and blinding those that resist with Accuracy reducing moves (which thanks to the leader's class abilities and the feat bonsu means he's dropping your Accuracy stat down a good deal every time he sues the move).

Note: Moves that alter a target's stats, how much damage they do, or their accuracy can stack 3 times.

Ah true, so it might just be mildly annoying at lower levels. Keep in mind that you didn't plan on having a lot of NPC with PC classes so leaders aren't a huge worry to players. Players will likely still be hitting somewhat consistently with high level attacks. Most high level pokemon wont keep around sand-attack.

That also brings back up the question about Per. It seems a little overpowered of a stat. At this point a leader's paralysis attack is going to last well over 10 rounds, same with sleep. Maybe your Per could raise the effectiveness of attacks differently? Like status moves are increased in all ways by a percentage equal to Per(rounded down)? Or something like that?

Example: 0Per Stun spore= 3 round paralysis
50Per stun spore= 4 round peralysis
100per stun spore 6 round

0per sword dance= +10 attack 3 rounds
50per sword dance = +15 attack 4 rounds
100per sword dance =20 attack 6 rounds


Also, maybe accuracy of pure status moves doesnt go up with speed or something? I'm trying to think of the most logical way to keep status moves balanced, but they were tricky even in the games.

(I know that paralysis usually doesnt have a set duration. This is assuming it did for the sake of the argument. Also, you may consider it having one, as in the game it lasts practically forever and that may translate badly into an RPG. I also know sword dance would probably do more than 10 attack, just an example :) )

Jjeinn-tae
2010-07-30, 02:02 PM
For speed effecting accuracy, how about doing something like Att/Def except Spd/Spd? The Pokemon with the higher speed will have higher accuracy and vice versa against each other, but if the slower one fights someone even slower, they'll have an accuracy bonus against them.

Chronos Flame
2010-07-30, 02:07 PM
For speed effecting accuracy, how about doing something like Att/Def except Spd/Spd? The Pokemon with the higher speed will have higher accuracy and vice versa against each other, but if the slower one fights someone even slower, they'll have an accuracy bonus against them.

I second this idea. For sure. Maybe instead of multiplying though you get like a 5 increase or decrease for every 15 higher or lower speed you have than your enemy.

Croverus
2010-07-30, 03:02 PM
That just makes the two most important stats Speed and personality. Imagine a pokemon with an attack that does damage AND causes effects, like Mudslap, most poison, electric, ice and fire attacks.

Edit: And on how long statses last, that's their maximum possible last before they wear off. A pokemon could remove them before then with an ability or item.

Jjeinn-tae
2010-07-30, 03:13 PM
Hmm, good point, there's got to be some solution there, I don't know how the Mystery Dungeon games are, but accuracy is pretty high in the early run of the RPG's, though that might be difficult to imitate.


Just because I'm curious, did you add personality, or did that come in in Gen 4 or something?

Croverus
2010-07-30, 03:27 PM
I added it. Kind of was inspired by another pokemon RPG, however there is a stat in the new generations for the competitions, can't remember what it's called...

In any case the reason why I was giving pokemon so much HP is BECAUSE moves can hit a lot if the enemy doesn't have accuracy reducing moves.

Also one last note on Tank vs Blaster: Blaster equals wizard using fireball. Tank equals raging barbarian with a huge Con score and damage reduction.

Chronos Flame
2010-07-30, 04:22 PM
I added it. Kind of was inspired by another pokemon RPG, however there is a stat in the new generations for the competitions, can't remember what it's called...

In any case the reason why I was giving pokemon so much HP is BECAUSE moves can hit a lot if the enemy doesn't have accuracy reducing moves.

Also one last note on Tank vs Blaster: Blaster equals wizard using fireball. Tank equals raging barbarian with a huge Con score and damage reduction.

I play fireballing casters. I've killed lots of barbarians. I know it shouldn't be easy, just not THAT hard is all. Besides, in pokemon blasters shouldn't be as underpowered as in DnD. Neither should save or die be the main source of power.

Croverus
2010-07-30, 04:27 PM
It isn't. Sleep can end early, paralysis doesn't make you 100% immobile, etc.

I want to see if this system, right now works, rather than just looking at the raw math and going "Oh, well these two classes don't scale at the exact same rate so one is more over powered than the other". Especially when a Tank, thanks to it's class abilities, will often be taking on several enemies while the rest fo the party is safe from harm. And there is friendly fire to that tank pulls the enemies to him so that the Blaster can use the tank as the center of an area attack.

Chronos Flame
2010-07-30, 04:50 PM
It isn't. Sleep can end early, paralysis doesn't make you 100% immobile, etc.

I want to see if this system, right now works, rather than just looking at the raw math and going "Oh, well these two classes don't scale at the exact same rate so one is more over powered than the other". Especially when a Tank, thanks to it's class abilities, will often be taking on several enemies while the rest fo the party is safe from harm. And there is friendly fire to that tank pulls the enemies to him so that the Blaster can use the tank as the center of an area attack.

Those were just the two I used because it was the best defender and the hardest hitter. They dont just not scale with each other, they don't grow at the same rate. You will notice that the Blaster's damage was highest at level 6, while the Tank was doing damage a little higher every level.

Okay though, I am more than willing to help you with hands on testing. I'm also more than willing to run any more numbers to help with things. Pokemon has always been pretty numbers heavy, it's why stats go up in the 300s in the games instead of just 30ish.

Croverus
2010-07-30, 04:52 PM
Technically Thrasher's the heavy hitter, with a lot of melee damage to dish out and the ability to close on an enemy fast. Blaster's the ranged bomber. Sniper is the one that you don't even know where he's attacking you from kinda deal, Sneak are rouges, and Leader is it's name saek,a s is tank.

Chronos Flame
2010-07-30, 04:55 PM
Technically Thrasher's the heavy hitter, with a lot of melee damage to dish out and the ability to close on an enemy fast. Blaster's the ranged bomber. Sniper is the one that you don't even know where he's attacking you from kinda deal, Sneak are rouges, and Leader is it's name saek,a s is tank.

Okay, I meant it had the highest SpAtt. And that was the Tanks lower defense. I was hoping because of that the damage would be a little higher. Unfortunately I feel the thrasher would be doing even less damage to a tank. It might be something about the tank, maybe it would be more suited for boss pokemon and not players. I'm not sure. Anyway, is there some way you would like to test the system as is?

Croverus
2010-07-30, 04:57 PM
Mainly I'd like at least 2 people, 3 or 4 would be nice, prefer you each in a different calss, to make a pokemon. Then once I have a few pokemon made we can try it out. If you noticed, I haven't added skills in yet. Or the feats. Those are for version 1.4

BTW, this is version 1.3

Chronos Flame
2010-07-30, 05:03 PM
Mainly I'd like at least 2 people, 3 or 4 would be nice, prefer you each in a different calss, to make a pokemon. Then once I have a few pokemon made we can try it out. If you noticed, I haven't added skills in yet. Or the feats. Those are for version 1.4

BTW, this is version 1.3

Okay, Well I will help. If you only get 2 people I would happily play 2 pokemon for the test.

Jjeinn-tae
2010-07-30, 06:01 PM
Provided I am around here when the testing for 1.3 is, I will test as well, I have an idea for one. Dragon type is physical right?

ForzaFiori
2010-07-30, 08:24 PM
I'm up for testing. Lets see, I think I'll make a Blaster. Fire/Ice, called Frostburn.


Name: Frostburn
Level: 1
Type: Fire/Ice
Nature: 1d6 1d6
Class: thrasher
Stats
Att 3; Def 4; SpA 7; SpD 4; Spe 1; Per 2 (will finish editing stats after finding out nature)
Hp: 7

Moves:
Powder Snow - Special(Ice); 5 Spaces Cone; 95% Acc; 8 Dmg; Target 15% -2 Spe

Ember - Special(Fire); 1 Target - 5 Spaces; 95% Acc; 8 Dmg; Target 10% Burn

Special Abilities:
Feat: Duel Type

Evolution: No evolution


Description: A four legged pokemon made of NeverMeltIce, his insides are filled with magma from the volcano high in the mountains where they make their home. On his head are three hollow horns, from which he can spew magma and fire, and on his feet are class. (picture, essentially, a magma filled frozen dog, with three hollow horns)

Can you not roll in the homebrew sub-forum?

Mindflayer
2010-08-01, 01:34 AM
So at this point I'm guessing we're looking more into developing feats, right? If so, then how about these:

Permafrost
Prerequisite: Ice Type
Benefit: You have an extra 5% chance of freezing a target with your ice type moves (note: the move must already have the ability to freeze a target, this feat does not grant the ability to freeze a target to a move)

Scaring Flames
Prerequisite: Fire Type
Benefit: You have an extra 5% chance of burning a target with your fire type moves (note: the move must already have the ability to burn a target, this feat does not grant the ability to burn a target to a move)

Jarring Jolts
Prerequisite: Electric Type
Benefit: You have an extra 5% chance of paralyzing a target with your electric type moves (note: the move must already have the ability to paralyze a target, this feat does not grant the ability to paralyze a target to a move)

Spikes[Ability]
Benefit: Once per round, when a melee move is used against you you can make the following attack:
Claw - Normal(Normal); 1 Target (attacker) - Melee; 95% Acc; 3+Level Dmg

Aura of the Elements[Ability]
Benefit: Whenever a creature (any creature not just enemies) moves within 5 ft. of you, the target suffers the following attack:
Elemental Aura -[your Type]; 1 Target (Nearby Creature) - 1 space; 50% Acc; 3 Dmg
This ability can be deactivated and reactivated with a move action.

Improved Aura of the Elements
Prerequisite: Aura of the Elements, 11th Level
Benefit:Your Elemental Aura attack now deals 8 damage on a successful hit.

Effective Aura of the Elements (A better name would be helpful)
Prerequisite: Aura of the Elements
Your Elemental Aura attack now has a 5% chance of causing a status effect based on your type, as stated on the chart below:

{table=Status Effect] Type|Status Effect

Fire|
Burn
Ice|
Freeze
Electric|
Paralyze
Grass|
Poison
Bug|
Poison
[/table]


Masterful Aura of the Elements
Prerequisite: Improved Aura of the elements, 21st level
Benefit: Your Elemental Aura power now deals 12 damage on a succesful hit.

I'm kinda worried about the balance on Aura of the Elements but I think because it can also affect allies, it's balanced enough. Comments/Suggestions?

Edit: I've followed our suggestions for Claws, and made the updates for the effect feat but, instead of making elemental aura scale with level, I've addead new feats to make them increase in level.

Jjeinn-tae
2010-08-01, 02:03 AM
Quick thing, you forgot to exchange "freezing" when you copied the feats, nothing major, but I like things to look nice.

Hmm, Spikes is like a couple "Abilities" I think Razor Scales or something like that. Anyone remember if that's based on the damage that the melee move does to determine the "spikes" damage? Otherwise we might want to make this one scale with level or something.

Aura of the Elements: This is the one that I really wanted to talk about. If it only effects them when they move close to you, its not that bad balance wise, even if it didn't effect your team mates, though I would suggest this one two being an "ability" feat (therefore limiting you to one of these) perhaps also with the condition that it is a type using SpAtt. I personally don't like them hurting team mates though, particularly if you can't turn it off, that kind of makes any interaction with anyone needlessly difficult. When you walk in to the Pokeshop, you'll have to stand away from the clerk, have them set it on the counter, and have them back off so you can pick it up. It needs to be able to be turned off, or selectively targeted.

Beyond that though, I really like it, I imagine giving it to a fire type who is just too high a temperature to get near... It would be awesome for legendaries, except probably toned up for their probably 25+ level.

Croverus
2010-08-02, 11:52 AM
Like these a lot. Although that aura of elements seems like it should be able to be turned off when not in combat. Also we need the abilities for water and fire... I forget the name but they are basially "Hit me with the same type of damage as my pokemon type and i absorb the attack and gain health".

Also statting out Feat-abilities would be nice.

Back to the aura, maybe make it so the first tier can be activated and turned of as a move action? Second tier it can be turned on rigt away but stays on for several rounds before it can be turned off. Then make a third tier that is very powerful but is always on, so legnedary fire/ice/electric/grass/bug pokemon are dangerous simply to be in their presence.

Jjeinn-tae
2010-08-02, 06:00 PM
Like these a lot. Although that aura of elements seems like it should be able to be turned off when not in combat. Also we need the abilities for water and fire... I forget the name but they are basially "Hit me with the same type of damage as my pokemon type and i absorb the attack and gain health".

Also statting out Feat-abilities would be nice.

Back to the aura, maybe make it so the first tier can be activated and turned of as a move action? Second tier it can be turned on rigt away but stays on for several rounds before it can be turned off. Then make a third tier that is very powerful but is always on, so legnedary fire/ice/electric/grass/bug pokemon are dangerous simply to be in their presence.

There's a lightning equivalent too, I can't remember off hand, but they are either called simply "Water Absorb, Fire Absorb" or the water one is called "Water Dish" or "Rain Dish."

That sounds reasonable, perhaps an augment even above that for the very forces of nature, like Groudon or Kyogre would probably have.

Croverus
2010-08-04, 11:03 AM
Ok, so I'm making maybe 7 pokemon (plus evolutions for any, which so far only 1 evolves twice and 2 evolve once so that adds 4 more pokemon) plus any pokemon you lot can design. Will also try taking a few old pokemon from version 1.2 and customize them for version 1.3 (this version). Right now, I'll leave it to you guys if we should use feats or not.

Also a note on evolution rules I just noticed. When evolving by stone, using the stoen allows you to alter your pokeon type, either changing you from one type to another or adding a second type. This essentialy allows you to either gain the Dual type feat for free when you evolve with the stone (at the drawback of experience stagnation) or acts like a Switch Type feat.

Also, note on exp: You need to gain exp equal to your your next level times 50 (100 exp to reach Lv2, gain 150 more to reach Lv3) if you're first stage; pokemon that never evolve technically level faster in later levels than the evolved pokemon, but evolved pokemon are often stronger. If you are a stage 2 pokemon, it's the next level times 75, and if you're a 3rd stage of evolution it takes 100 times your next level . I'll make a table for this later. Essentially, evolving slows your level gain, but it is compensated by bonus stat points, and some feats I'll be making require you to be an evolved pokemon. And some feats will be made for pokemon that don't evolve, so really either way is a good way to go.

Jjeinn-tae
2010-08-04, 04:17 PM
What levels would we be getting feats at? I'm not really sure if there are enough feats yet for a regular feat progression yet.

Croverus
2010-08-04, 04:31 PM
1st, 2nd, 5th, 8th, 12th, 16th, 20th, 25th, and 30th.

Also those are points when a pokemon should evolve if it wants to gain the dual-type feat when it evolves.

And this isn't final. I am set on th 1st and 2nd level feats, but honestly after that I'm willing to bend it around a lot.

Jjeinn-tae
2010-08-04, 04:37 PM
Hmm, for a moment there I thought you had the Fibonacci sequence.

Though that probably makes sense more or less, most of the capabilities of a Pokemon is its attacks. Any of the HM's that would really make sense here out of combat, surf, waterfall, dive, flash, they could probably be feats themselves, instead of actually having them be attacks.

Croverus
2010-08-05, 09:58 AM
Honestly HMs seem like a gimmic.They're in the game and pokemon universe so a pokemon's trainer can get around an obtacle the pokemon probably would have no trouble with. For example, basically any water pokemon can swim under it's own power and indeed many are strong swimmers. The only reason any pokemon in this universe would even need surf was if it ferried other pokemon across lakes/rivers/oceans.

Cut removes the thin tree that ahuman can't pass, but most pokemon would be either small enough to bypass it or simply could destroy the sapling. Why do we need one specific move to destroy a baby tree?

Strength... Well I'm a fighting type that can split stumps with my hands and crack the ground with my fight. Moving a large, round boulder shouldn't require an entire move slot to be used.

I'd keep going but I hope you see my point. Basically if you want to have an HM than fine, all moves not learned by leveling are taught by trainers for a fee and replace older moves. HM's are not different combat wise than other moves. The use out of combat can be replicated by any similar moves.

Vwulf DeMarcus
2010-08-05, 11:40 AM
This is very interesting, and I am interested.
If you still need playtesters, I'm game.

Croverus
2010-08-05, 11:52 AM
Sounds good, please roll up a pokemon. I encourage rolling randomly for everything. But you can pick and choose things if you'd prefer that, except for Nature, which you must roll randomly 1d6 twice, but you can pick which is the x axis and which is the y axis. Make sure you've at least glanced over most of my posts, because I haven't yet incorporated all the tweaks to the rules. And the move lists is jus an example, really you can come up with any move that does less than 10 damage with other reasonable stats and I'll probably approve it.

Chronos Flame
2010-08-05, 03:28 PM
Any plans on when the playtesting might begin?

Croverus
2010-08-05, 03:46 PM
As soon as I have 3 people with pokemon that are fully stated out for Lv 1 and done so correctly. If you made one already PM it to me, use the following Char skeleton:


Name: (pokemon name)
Level: (you'll be 1st level)
Type: (pokemon type)
Nature: (pok9mon nature)
Class: (your class role)
Stats
Att ; Def ; SpA ; SpD ; Spe ; Per
Hp: (class base + (Def+SpD/2))

Moves: (List the 2 starter moves for your pokemon.)

Special Abilities: (List the class abilities you start with.)

Evolution: (Pick number of evolutions and show when and how you evolve.)

Description: (Describe the appearance fo your pokemon.)

Jjeinn-tae
2010-08-05, 03:52 PM
Someone can take Frshle if they really want to, I think I'm going to build a Dragon/Ghost if that's alright. Well, provided Dragon's a physical type, I really want a ghost type that is a thrasher, it just seems like a good concept.

Is Dragon physical? No, actually I think I have a good idea for a legendary when you get that far though.

I think I'm going to build a single type melee thrasher of some sort here, give me a bit.

Edit again:

Ok, here is my initial evolution, Electrim (based off the metal alloy electrum)


Name: Electrim
Level: 1
Type: Steel
Nature: To be determined... 1d61d6
Class: Thrasher
Stats
Att 10; Def 5; SpA 2; SpD 3; Spe 4; Per 2
Hp: 12

Moves:

Iron Chop - Normal(Steel); 1 Target - melee; 95% Acc; 10 Dmg (steel equivalent of Karate Chop, lower damage just because fighting gets dibs on damage, right?)
Tackle - Normal(Normal); 1 Target - 2(4) Spaces; 95% Acc; 8(10) Dmg

Special Abilities:

Charge (+2 range, and +2 damage on all full-body attacks)

Evolution: Evolves twice, into Platrin at 17, and Niobrim at 27. Do I get any stats now because of this, I'm not entirely clear on that, but I'm thinking no.

Description: Electrim is a very angular pokemon, seemingly made out of a coppery-gold metal. It has very stubby "legs" with no feet, and sharp, triangular arms, neither having any joints beyond hip/shoulder. It has a small, rectangular head above it's shoulders, with a face that resembles a caricature of a short-nosed alligator.

I'll probably draw this at some point, as I'm not sure if my description quite gives it justice.

Vwulf DeMarcus
2010-08-05, 07:04 PM
Is the health rounded up or down when you divide?

@V: Thanks!

Here's my pokemon, a Blaster.
Its name is Mowrr.

Name: Mowrr
Level: 1
Type: Grass
Nature: Mild
Class: Blaster
Stats
Att 5; Def 4; SpA 14; SpD 7 ; Spe 7 ; Per 4
Hp: 10

Moves:
Absorb - Special(Grass); 1 Target - 5 Spaces; 95% Acc; 5 Dmg; Mowrr restores 1/4 Dmg dealt

Leech Seed - Special(Grass); 1 Target - 4 Spaces; 90% Acc; At end of Enemy's Turn, it takes 3 dmg and Mowrr regains 3 Health

Special Abilities: Strike Through(Passive) (When enemy is hit by special attack, 1 adjacent enemy takes half damage)

Evolution: One Evolution at Level 18 into Wyydwhakkr; +3 Att, +2 Def, +3 SpA, +3 SpD, +2 Spe, +2 Per.

Feat: Spikes[Ability]
Benefit: Once per round, when a melee move is used against you you can make the following attack:
Claw - Normal(Normal); 1 Target (attacker) - Melee; 95% Acc; 3+Level Dmg (4 Dmg)

Description: Mowrr looks like a small lawnmower made of grass.


...Come on, I'm terrible at descriptions!

Jjeinn-tae
2010-08-05, 07:13 PM
It's rounded up.

ForzaFiori
2010-08-06, 02:24 AM
My pokemon (slightly modified)


Name: Blizzard
Level: 1
Type: Ice
Nature: Hasty
Class: Thrasher
Stats:Att 14; Def 5; SpA 4; SpD 5; Spe 8; Per 3
Hp: 7

Moves:
Cold Rush - Normal(Ice); 1 Target - 2 Spaces (4 on Charge); 95% Acc; 8 Dmg, 10% chance frozen (Permafrost, Charge)

Ice Shard - Normal(Ice); 1 Target - Melee; 95% Acc; 8 Dmg; 15% Target is Frozen (Permafrost)

Special Abilities: Charge (Full Body Attacks: +2 spaces, +2 Damage)

Feat: Permafrost (+5% freeze)

Evolution: Lv 20, evolve into Frostburn

Description: A four legged canine pokemon made of NeverMeltIce, his insides are filled with magma from the volcano high in the mountains where they make their home. On his head are three horns which are slowly hollowing their selves out. When they're tubes, the pokemon evolves.


Currently I have the pokemon statted with the given moves. However, I would like to have an Ice type full body attack to take advantage of charge. I was thinking this modification of tackle:

Cold Rush - Normal(Ice); 1 Target - 2 Spaces; 95% Acc; 6 Dmg, 5% chance frozen

Less damage, though a small chance of freezing. If this move is ok, I'd like to switch the normal tackle for the ice one.

Croverus
2010-08-06, 10:39 AM
Freezing Tackle approved. Maybe rename it Cold Rush :smallbiggrin:



Pokemon Approval Time:

(I am adding the little 'X' pokemon off the top fo my head


Blizzard, the Ice hound pokemon
Approved!

Mowrr, the Grass Chewer pokemon
Pending approval, I just feel like it'd seem more appropriate making a steel type with steel attacks, especially describing it looking like a lawnmower (which don't exist in this universe anyway); we can discuss the cencept a bit more.

Electrim, the Alloy pokemon
Approved!

Vwulf DeMarcus
2010-08-06, 10:44 AM
Mowrr, the Grass Chewer pokemon
Pending approval, I just feel like it'd seem more appropriate making a steel type with steel attacks, especially describing it looking like a lawnmower (which don't exist in this universe anyway); we can discuss the concept a bit more.


Well, I rolled everything but class and moves randomly, and I'm terrible at descriptions, absolutely terrible, so...

Also, could someone stat out the NPC classes? (Wild, Services, Guard, ...not necessarily Legendary) I would like to make some "sample pokemon."

Croverus
2010-08-06, 11:06 AM
You can pick type and evolution. Only the base stats (2d8/2) rounded up, and Nature HAVE to be rolled. I'm trying to stat out the NPC classes, but trying to determine some balance issues. Wild and Services use commoner starting stats (1, 1, 1, 2, 2, 3) but not sure if Guard should use the same or use Heroic starting stats (2, 2, 3, 3, 4, 5). Also trying to determine how to balance their stat gain so per level they're weaker one on one against Player classes. I've already determined their specials. Main idea is that they each have aPrimary stat that they gain +2 at 1st level and then two minor stats that gain +1 at 1st level, the 3 tertiary stats get +0. As they grow their stat growth is slow. Guard class focuses on Att, Def, and SpD, Services will probably focus on Def, Spe, and Per. What should Wild focus on?

Legendary start with the Epic array (3, 3, 4, 5, 6, 6) and they get major bonuses to Att, SpA, and SpD, minor to Def and Spe, and tertiary to Per

Jjeinn-tae
2010-08-06, 12:27 PM
I'm not sure if it's really reasonable with the specials they get, but you might want wild to have Per and Spd, with either Att, or SpAtt depending on type. That gives them quick and brutal attacks that leave you dazed, that probably goes right past wild into "savage" but I think it fits.

Croverus
2010-08-06, 02:27 PM
So maybe make it so that Spe and Per increase, the defense stats grow slowly, and then they cna pick if Att or SpA grows faster than the other? I could do that. Guards are almost totally done. They're basically the NPC version of Tanks but instead of Aggro control, damage reduction and resistances, they can prevent being moved or enemies moving past them, can call in backup, and Spot sneaky folks or work with other guards to hinder you.

I'm about to make the Legendary stats, and our first Legendary pokemon, three infact. All 3 are Dual types. Sephrothi is going to be a Water/Flying that controls storms and the sea; Golumenk is going to be a Fire/Rock who lives in Volcanoes and shaped the land; Diospia is going to be a Psychic/Dragon who formed the first dreams and sparked life in the primordial Pokeworld. They'll all be Lv 30 Legendary pokemon. And yes, your character can meet them in person.

I'm also making the starter area, which mostly has Lv 1-5 Services and Guard versions of several pokemon, a couple (like 3 each) of Lv 5-10 Services and Guards as important members of the village, and a Lv 15 Guard who acts as the leader, witjh various Wild pokemon surrounding the village in tribes and raiding groups, most Lv 1-10. If you are ok with your pokemon also appearing as Wild/Guard/Services pokemon, let me know. Player character versions I might say are the Shiny pokemon? (being shiny simply is why you have slightly better stats, a player class instead of an NPC class, and you look different).

Jjeinn-tae
2010-08-06, 02:33 PM
After hearing the description of Guard, I think that could make a good player class as well, an area control focused class would fit a lot of already existing Pokemon. Something you might want to think about there.

Good way of handling it I think, it's good to have the player feel a bit of uniqueness.

ForzaFiori
2010-08-06, 02:34 PM
Blizzard could totally be a NPC pokemon, though they wouldn't be found in a warm climate. They may not melt, but they still prefer the snow, like most ice pokemon.

Croverus
2010-08-06, 03:11 PM
After hearing the description of Guard, I think that could make a good player class as well, an area control focused class would fit a lot of already existing Pokemon. Something you might want to think about there.

Good way of handling it I think, it's good to have the player feel a bit of uniqueness.

The issue is that the Guard has powers that let it call for help. Kinda liek summoning. In a simialr way, Wild pokemon have specials that give it a chance to call for an ally, or start with berries or a held item. a Lv 30 Wild pokemon has a special that guarantees it start with a number of lower level allies appearing to fight.

Croverus
2010-08-06, 04:08 PM
Ok, looking at how our rules work now and the abilities the Player classes have, I think they need to be reworked a little. Suggestions on what should change about specials for each class? Anything seem weak and underpowered? Any special that seems like it could allow for some excessive cheese? (like stacking Leaders all using Inspire and Back to Back, which I'll add in doesn't work...)

Jjeinn-tae
2010-08-06, 04:29 PM
Looking at Thrasher more, +10 to range and damage for full-body attacks might be a little powerful in the long run with move customization, you essentially have something that kills in melee able to pretty much teleport across the field and deal some ridiculous damage, and be in melee where it wants you, and you cannot run away. You might want to limit it in how frequently you can use it.

The mark ability of the Sniper is un-finished I think, how many Pokemon can you mark? How long does it take, do you give up your turn for it? The biggest thing though is whether it stacks, a group of six snipers able to stack marks deal an extra 125 damage each strike, which will bring anything down in a full bout of attacks I'm sure.

Initial opinion on stacking Inspire with a bunch of leaders doesn't seem too overpowered actually, definitely powerful, but the Leader is more of a support role. The team would be hard to take down, but they don't dish out a huge amount of punishment.

Surprise Attack doesn't do anything until level 2, but it's a nice ability and probably not too exploitable. You might want to put some limitations on when you can sneak though.

Blaster seems pretty well balanced initially to me, there's the problem of a tank's ridiculous health, but as you said, they are the crowd control. They might take some spotlight from other Pokemon if the enemy health isn't carefully considered though.

I'm going to leave tanks for now though.

Croverus
2010-08-09, 10:37 AM
Looking at Thrasher more, +10 to range and damage for full-body attacks might be a little powerful in the long run with move customization, you essentially have something that kills in melee able to pretty much teleport across the field and deal some ridiculous damage, and be in melee where it wants you, and you cannot run away. You might want to limit it in how frequently you can use it.

The mark ability of the Sniper is un-finished I think, how many Pokemon can you mark? How long does it take, do you give up your turn for it? The biggest thing though is whether it stacks, a group of six snipers able to stack marks deal an extra 125 damage each strike, which will bring anything down in a full bout of attacks I'm sure.

Initial opinion on stacking Inspire with a bunch of leaders doesn't seem too overpowered actually, definitely powerful, but the Leader is more of a support role. The team would be hard to take down, but they don't dish out a huge amount of punishment.

Surprise Attack doesn't do anything until level 2, but it's a nice ability and probably not too exploitable. You might want to put some limitations on when you can sneak though.

Blaster seems pretty well balanced initially to me, there's the problem of a tank's ridiculous health, but as you said, they are the crowd control. They might take some spotlight from other Pokemon if the enemy health isn't carefully considered though.

I'm going to leave tanks for now though.

Maybe have the range bous for Charge useable only 1/encounter? Damage boost will always apply but the mainfeature of this ability could be closing the initial distance and then you have to work to keep close.

On Mark, I think I'll have it so that you can Mark 1 target at Lv 1, 2 at Lv 11, and 3 at Lv 21. Multiple Uses do not stack and only one Sniper can Mark a target. Marking a target is an attack action, only marks 1 target witht he action, and if you Mark a new target over your limit the oldest Mark wears off.

The thing with eladers is they have more than just Inspire. With Helping Hand they can keep eachother alive and Back to Back gives them all better combat stats. Once you add up all the bonuses a Leader gives and multiply it by several Leaders their stats get pushed way beyond normal limits. Should Leader stat boosting abilities be treated like a Bard's Music in 3.5? And maybe only the strongest one is considered. So if you have 3 Leaders the best thing is to have one use Back to Back, another Inspires, and the third maybe uses Team Effort for when the group all goes for the same target.

Surprise attack counts when flanking and in surprise rounds. I'll add a 30 second cooldown to Sneaking to try and prevent Sneak/Surprise Attack spamming.

Anything else?

Jjeinn-tae
2010-08-10, 05:20 PM
In general, the other "Leader" abilities didn't seem to be that bad even with stacking. They gain defense and special defense, but loose a third of that in attack and special attack, quite reasonable for hunkering down, but preventing a lot of offense. Team Effort caps at +2 with how you wrote it (and I think that was intentional, it seems reasonable).

You get a rez per leader, that is powerful yes, but I don't think you can really change that without one of players complaining about loosing an ability just because someone else has it. You probably do want to make sure flanking doesn't stack (I didn't realize it would at first).

The most unbalanced thing they have when in numbers is Stand Together though, combining that with helping hand, they will probably give any legendary a more or less impossible fight, rezes and 2/3 heals from each member would be ridiculous, but since it's not until level 30, that's not too big of a problem.

Your changes to charge are probably perfect, Thrashers are already pretty fast, so they shouldn't need the extra range to have a good chance in staying in melee after the initial distance, and it gives the enemy a chance to escape.

Your adjustments to sneak seem reasonable, I assume a round is 6 seconds like DnD, giving you the ability to sneak every 5 rounds?


Something very important that I just noticed, with blaster, as of this moment, using devastator, modifying it with area strike, and adding Nova Blast on that is completely legal in the rules. I'm not sure if that was intentional, depending on things that might be a ridiculous one-hit-kill once an encounter, or day, or it might be how they can handle an individually powerful target with a lot of collateral damage.

Now looking at Tank, a Leader and a Tank standing together might make a nigh invulnerable team. Though overall, they seem to be a nice defensive area control counter to the Blaster.

Croverus
2010-08-11, 10:29 AM
For the blaster, Devastator doesn't count as a single special attack, I'll add that in so it can't be abused. Similarly, Nova will only work if the attack can do be done as an area attack normally (without activating another special like Area Strike). A feat that would allow single target attacks to hit an area at decreased damage though would qualify for Nova as you can make these attacks are at will.


Also I'll add that each of the actions is used with the attack as a full round actions do to the greater concentration needed. Should that do it?

Glad Thrasher turned out well.

Sneak works every 5 rounds and unless he attacks, takes damage, or is spotted he should be fine. I'll add in that the average pokemon only have a 5% chance of spotting, with bonuses to the check involving additional senses, terrain, and items/feats. Guard salso have a bonus to spot so sneaking up on them is harder than it is on wild pokemon. I'm making a large-eyed pokemon that will have a wild version and larger Guard version. Still deciding if it'll be Normal, Fighting, Psychic, or Dark.

Also a glimpse of the 3 Legendary pokemon that exist in this world:


Sephrothi is a Water/Flying Legendary that controls storms and the sea. She made the first oceans and filled the sky with dark clouds to flood the world. She calmed down her battles with Golumenk after making the deal. She usually spends her time soaring through massive storm clouds or swimming in deep ocean currents.

Golumenk is a Fire/Rock Legendary who lives in Volcanoes and shaped the land. He and Sephrothi used to be at odds as he raised volcanoes and mountains in the oceans and she tried to flood them with rain. They eventually settled on allowing 1/3 of the world to be covered in land, the rest with water. He often travels through underground lava tunnels, or slumbers deep in the heart of a mountain.

Diospia is a Psychic/Dragon Legendary who formed the first dreams and sparked life in the primordial Pokeworld. He is believed to be the creator os Sephrothi and Golumenk and probably convinced them to stop fighting. He created the first pokemon and has encouraged many bursts of new pokemon appearing, especially if natural disasters caused by his two children fighting wipes out entire pokemon species. While normally living in the dream realm he will appear in the Pokeworld before great heroes(or villains) who fight for a cause with far reaching potential.

Jackle
2010-08-13, 07:36 AM
Sweet! Totally volunteering to be a tester, I'll make my Pokemon right now. =)


Name: Mimire (Mee-mee-rey)
Level: 1
Type: Fighting
Nature: Hardy
Class: Tank
Stats
Att 7+3; Def 5+2(+3); SpA 3-2; SpD 5-2; Spd 5; Per 3(-2)
Final Stats
Att 10; Def 10; SpA 1; SpD 3; Spd 5, Per 1
Hp: 17

Moves:

Rock Smash - Normal(Fighting); 1 Target - Melee; 95% Acc; 5 Dmg; 60% Target -4 Def

Karate Chop* - Normal(Fighting); 1 Target - Melee; 95% Acc; 16 Dmg

*Can we rename this to Tail Smack or something like that for my Pokemon? I mean, it's a quadruped...

Special Abilities:

Soak Damage (5 points)

Spikes[Ability]
Benefit: Once per round, when a melee move is used against you you can make the following attack:
Claw - Normal(Normal); 1 Target (attacker) - Melee; 95% Acc; 3+Level Dmg

Evolution:

One at Level 12 into Reami (Reh-ah-mee); +3 Def; +2 Atk, Spd, SpD, Per; +1 SpA

Description:

Mimire is a small quadrupedal pokemon. It's fur is a light chocolate brown, with 3 splotchy spots of dark brown on it's flanks. It has Large ears shaped like Nidorina's, only with tufts of fur on the end instead of spikes. It has large red eyes. It has a short, rounded muzzle, and a small, dog-like nose. It's tail is short and has three small spikes at the end. Underneath it's fur are small spikes like hedgehog quills.

Reami looks similar, only it's spots now completely cover it's backside and flanks, and the splotch has smaller spots of the light brown within it. It's ears have grown spikes, and look like Nidorina ears now. It's eyes are still red, but have more of a purplish tint. It's muzzle is slightly longer, but definitely more angular. It's tail resembles a short, furry, stegosaurus tail, except the spikes and tip are the same dark brown that's on it's rear. Underneath it's fur are spikes like porcupine quills, which it can raise when angry.

AtlanteanTroll
2010-08-13, 07:47 AM
Im confused by this system. Do you make your own Pokemon instead of playing as one that already exists?

ForzaFiori
2010-08-13, 08:19 AM
Im confused by this system. Do you make your own Pokemon instead of playing as one that already exists?

Yep. You can also create custom moves with DM permission.

Croverus
2010-08-13, 09:10 AM
Sweet! Totally volunteering to be a tester, I'll make my Pokemon right now. =)

Name: Mimire (Mee-mee-rey)
Level: 1
Type: Fighting
Nature: Hardy
Class: Tank
Stats
Att 7+3; Def 5+2(+3); SpA 3-2; SpD 5-2; Spd 5; Per 3(-2)
Final Stats
Att 10; Def 10; SpA 1; SpD 3; Spd 5, Per 1
Hp: 17

Moves:

Rock Smash - Normal(Fighting); 1 Target - Melee; 95% Acc; 5 Dmg; 60% Target -4 Def

Karate Chop* - Normal(Fighting); 1 Target - Melee; 95% Acc; 16 Dmg

*Can we rename this to Tail Smack or something like that for my Pokemon? I mean, it's a quadruped...

Special Abilities:

Soak Damage (5 points)

Spikes[Ability]
Benefit: Once per round, when a melee move is used against you you can make the following attack:
Claw - Normal(Normal); 1 Target (attacker) - Melee; 95% Acc; 3+Level Dmg

Evolution:

One at Level 12 into Reami (Reh-ah-mee); +3 Def; +2 Atk, Spd, SpD, Per; +1 SpA

Description:

Mimire is a small quadrupedal pokemon. It's fur is a light chocolate brown, with 3 splotchy spots of dark brown on it's flanks. It has Large ears shaped like Nidorina's, only with tufts of fur on the end instead of spikes. It has large red eyes. It has a short, rounded muzzle, and a small, dog-like nose. It's tail is short and has three small spikes at the end. Underneath it's fur are small spikes like hedgehog quills.

Reami looks similar, only it's spots now completely cover it's backside and flanks, and the splotch has smaller spots of the light brown within it. It's ears have grown spikes, and look like Nidorina ears now. It's eyes are still red, but have more of a purplish tint. It's muzzle is slightly longer, but definitely more angular. It's tail resembles a short, furry, stegosaurus tail, except the spikes and tip are the same dark brown that's on it's rear. Underneath it's fur are spikes like porcupine quills, which it can raise when angry.


Let me see... Most of this looks good. Just 2 things:
You question about the move, Pound is basically what your pokemon would be doing, and honestly it'd be better to not have all fighting type because all the early Bug and Grass pokemon early on would resist your Fighting attacks. So I'd advise you switch Karate Chop with pound.

Second, your Lv 1 power is Pull enemies. You don't gain soak damage until Lv 2. Other than those two changes this pokemon looks ready to exist.