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View Full Version : Gotta Build Em All! Pokemon d10 Redux



alchemyprime
2011-04-12, 12:18 PM
So I found this Pokemon RPG that was all d10s on my hard drive, and I know I found it somewhere (probably here), but I've been spending some time fixing it.

Before I start giving you guys my revised version, I would like to know if anyone has a link to the original or can tell me who made it, as I would love to give credit where credit is due.
So after reading CJ's Pokemon d10 system (can be found at Scribd, Thanks YouLostMe), I realized it was unfinished, and my Designer senses were tingling.

So I've taken it upon myself to fix this. I am currently working on expanding his rules in such a way that it is easier to DM, there is more strategy, and that when you play, battles are fast (assuming it's not two Magikarp or low level Spoink, of course).

Rules are in flux and currently at this post. (http://www.giantitp.com/forums/showpost.php?p=10770110&postcount=5)

The-Mage-King
2011-04-12, 12:22 PM
No clue, but there is Pokemon Tabletop Adventures (http://s4.zetaboards.com/Pokemon_Tabletop/site) if you want something a hell of a lot faster than doing that all by yourself.

alchemyprime
2011-04-12, 12:40 PM
No clue, but there is Pokemon Tabletop Adventures (http://s4.zetaboards.com/Pokemon_Tabletop/site) if you want something a hell of a lot faster than doing that all by yourself.

See, I knew of that, and I do like what it's doing. I'm quite impressed. My big reasoning for trying to modify this 1d10 system (though it is quite unrecognizable now) is that it is a very simple system. I think character creation took us only about 20 minutes to get one Trainer and his starter all set up, and it can take quite a bit straight from Bulbapedia with only slight tweaking to fit it into the tabletop system.

Also, by making it a system that is all based around the d10 and d&, it makes it a lot easier to just jump in and play. Each battle is a few dice rolls, and it makes it a much more laid back game for all of us compared to our normal d20 fair.

Jallorn
2011-04-12, 09:03 PM
I just want to say, I'm lurking here, you've piqued my interest.

alchemyprime
2011-04-13, 11:04 AM
Well, again, my big problem is that I don't have the original creator of the rule's name, so I can't give credit where credit is due. I so far have updated every move to the new system from the video games themselves. I am considering prestating every 'mon, though part of me wants to keep the unstatted version the system has for people's starters.

STATS
Basically, you have 10 points per level to spend on a Pokemon's stats.
STATS
Attack
Defense
Special Attack
Special Defense
Speed

Then you add your stage's modifiers. Yes, they stack:
Baby - No change
Base - +10 to 2.
1st Stage - +20 to 2.
2nd Stage - +30 to 2, -30 to 1. That penalty was a dumb idea.


All pokemon have their current move progression, and most the abilities are pretty close to where you need them.

So, now that you have stats, you need Dereived Values (aka Secondary Stats).

HP = ATK + DEF DEF + Sp. DEF
PP = Sp.ATK + Sp.DEF + SPD ATK + Sp. ATK + SPD
Acc = Atk + Spd
S. Acc = S. Atk + Spd
Eva = Def + Spd
S. Eva = S. Def + Spd

Modifiers are real easy too. It's

(Stat/10) rounded down.

So a 10 speed and a 19 speed both have a Speed Modifier of +1. But a 20 is a +2.

Battles:
Each turn starts with a speed roll (1d10 + Current Spd Modifier). Highets roll goes first.
Both players or the Player and the Pokemon Master (PM) pick their Moves and (assuming the Pokemon is not Paralyzed or Asleep), they subtract the Move's PP cost from their PP (Power Pool).

A Physical Move:
The Attacker rolls an Accuracy Roll, modified by a move's Kickback (1d10 + Accuracy Mod - Kickback) against the defending Pokemon's Evasion roll. If the Accuracy roll is higher, the attack hits. If the Evasion roll was higher, the attack misses.

If the move hits, then the Pokemon rolls a Damage Roll (1d10 + the move's PWR + Pokemon's ATK modifier) against his opponent's Defense Roll (1d10 + Pokemon's DEF modifier). The Defense Roll result is subtracted from the Damage roll result (minimum 1) to get the Final Damage, and then that is subtracted from the defending Pokemon's HP.

A Special Move:
As Physical move, but replace ATK, DEF, ACC and EVA with S. ATK, S. DEF, S. ACC, and S. EVA.

A Status Move:
Make an attack as normal if one is needed, as if it were a Physical move. Then, if no attack was needed or the attack hit, the defending Pokemon rolls an Affliction roll (1d10). They must roll above the Affliction number or suffer the consequences.

Side effects of a failed Affliction roll may include: PSN, PAR, SLP, dry mouth, watery eyes, lowered stats, deja vu, BRN, FRZ, heart palpitation, heavy breathing, Confusion, amnesia, PSN, PAR, SLP, deja vu, and any other of our wide selection of side effects. Consult your Nurse Joy if you suffer from any of these side effects.

Statuses

If you are Paralyzed, you must roll on your turn to see if you can move. A roll of higher than 3 on the d10 is required to move. A 1, 2, or 3 will cause your pokemon to be stuck in place.
You must roll a d10 on your turn when asleep. If you roll a 9 or a 10, your pokemon rouses from sleep.
When Poisoned, your pokemon take damage equal to your opponent's ATK modifier at the end of each turn.
When Burnt, your pokemon takes damage equal to your opponent's S. ATK modifier at the end of each turn.
When Badly Poisoned, When Poisoned, your pokemon take damage equal to your opponent's ATK modifier at the end of each turn. It then increases by 1/2 their ATK modifier each turn. So if their ATK modifier is +4, your pokemon takes 4 damage on the end of the first turn, then 6 on the second, 8 on the third, etc.
When confused, you roll a d10. If the roll is a 6 or higher, your Pokemon may attack. If it is a 5 or lower, you do not spend PP but your pokemon attack's itself.


Then after all players have gone, it's time for new Speed Rolls.

A note:
If when making your Accuracy Roll, you roll a 10, that is a Critical Hit. You definately hit, and may attack again for double damage. Crits explode. If you roll another 10, you are guaranteed to get Double Damage and may attempt to roll for Triple Damage. This may continue add infinitum.

If on an Evasion Roll you roll a 10, you may gain a free Move before the rest of your opponent's move goes through. This also gives you another chance to rouse from Sleep.



Capturing

The PM should have a Catch Number for each Pokemon. Assume 30 for each Pokemon at full health, then add the following:

Uncommon Pokemon get a +5 modifier to their CN. Rare Pokemon add +10. Psuedolegendary Pokemon add +20. Legendary Pokemon add +40.
1st Stage Pokemon add +10. 2nd Stage Pokemon add +20.
Every 2 levels above 5 add +1. So take the Pokemon's level, subtract 5, and divide by half. Add that to the Catch Number.
A pokemon at 3/4 Health subtracts 5. At 1/2 health, it subtracts another 5 (total of 10). At 1/4 it subtracts another 10 (total subtraction of 20).
A pokemon that is Burnt, Paralyzed, Poisoned or Confused has a -10. A pokemon that is Badly Poison has a -15. A Sleeping or Frozen pokemon has a -20.


Once you have it's Catch Number, divide that by the type of Pokeball you are using.

Pokeball - 1.1
Great Ball - 1.3
Ultra Ball - 1.5
Master Ball - Come on, you know this.
Speed Ball - 1.1 + .1 for each point of Speed Modifier the other pokemon has.
Level Ball - 1.1 +.1 for every 5 levels your pokemon is higher than it.
Repeat Ball - 1.1, or 2 if you already have that Pokemon
More Pokeballs will be shown later!

So for example:
In a forest, Pikachu is a Rare find. His (we're going to assume it's a boy Pikachu) base is 40. Let's say it's level 5, so it'll just be Catch Rate 40. You send out a Drowzee and eventually get it to 1/4 health (now it is at Catch Rate 20).
You toss a Pokeball. 20/1.1 = 18.18, or rounded to 18. You must roll higher than this on the Percentile dice (or 1d100) to capture the Pikachu. You roll a 90 and SUCCESS THE PIKACHU IS CAPTURED!



TRAINERS

Trainers will be built out of Trainer points. These can be spent on Skills or Talents.

SKILLS
There are currently only a handful of skills, but I wouldn't mind help with a few more. All skill checks are 1d10 + Rank + any bonuses your Pokemon can give you for aiding you (normally a +2 per Mon). You try to beat a DC number, like in many d20 products.

Each skill is 1 point per rank. You cannot start a campaign with more than 5 ranks in any one skill.

Art - Painting, photography, sketching. Tracy Sketchum and Todd Snap would both have a lot of ranks in Art.
Breeding - Helping with breeding the best Pokemon. Brock probably has a few ranks in this.
Coordination - Helping a Pokemon excel at things like contests and musicals. Dawn would be a good example of a great coordinator.
Investigation - The key skill of a police officer. Use this to try to track down criminals and to find clues (Jinkies are optional).
Martial Arts - By training yourself in combat, you can aid a Pokemon with Physical attack's power, and in doing things out of combat, like aiding a Machoke in breaking down a door.
Mechanics - This is something Team Rocket is good at: Building cool stuff!
Medicine - What Nurse Joy doesn't have medical training? This is also how you learn first aid or higher for your Pokemon and for other people.
Socialization - Blah blah blah, yadda yadda yadda. Talking to other folks is important. You wouldn't want to accidentally be rude to Koga, would you?
Stealth - A relative of thievery, this is more used by Honest Hard Working Trainers (tm) rather than Team Members.
Study - Where Prof's shine! Sometimes you need more data than a Pokedex has, or maybe you just don't have a Pokedex nearby. Also, how else can you mysteriously tell trainers it's not the time to use that?
Survival - Finding north, foraging, swimming, cooking. All essential things for a trainer to know!
Thievery - Ah, where Teams (especially Rocket and Plasma) shine. Learning to steal from people, be it their Penni (Pokemon Yen?), their food, or their Pikachus. Just please, if you do take this skill, don't abuse it (unless your campaign is a group of Rockets. Then go nuts.)


TALENTS
Ace - A set of Talents meant to increase what a skill can do. I'm... still figuring these out. Costs 2 points per Ace ability.
Type Specialist - You can buff up all pokemon of a certain type (Dark, Dragon, Normal, etc). You pick to either increase their ATK and DEF or their Sp. ATK and Sp. DEF to 10 each. Once this is chosen, it cannot be changed. You may take this once per Type. Each time you buy this ability, it costs 10 points.
Species Specialist and Evolved Species Specialist - +10 to all base stats of a Pokemon from a particular species (Pikachu, Mudkip,Teddiursa, etc). It costs 5 points per use, and 2 points for each evolved form (so if you have only Mudkip Specialist, the bonuses are lost on a Marshtomp unless you spend 2 more Trainer Points on picking up Marshtomp Specialist as well.
Psychic - This one costs 20 points but gives you all manner of weak Psychic abilities. It also gives all your Psychic pokemon +5 to any one stat, chosen each morning.

Seerow
2011-04-13, 11:14 AM
Why does stage 2 get -30 to a stat? Relatively few stage 2 pokemon actually lose stats when they evolve.

YouLostMe
2011-04-13, 11:25 AM
Hey, I've got what I recall was a d10 pokemon game saved somewhere... by a guy named CJ, I think. It was also on Scribd. If you describe the system a little more, I can tell you whether or not we're looking at the same thing, and then I'll give you a link to it.

In other news, you could also do the TGD pokeymans project, since it's recently stalled... though I can't imagine the project would be simplistic... it looks like it's made to be complicated.

AtlanteanTroll
2011-04-13, 11:28 AM
Why did you make a split between physical and special evasion and accuaracy?

alchemyprime
2011-04-13, 12:00 PM
Why does stage 2 get -30 to a stat? Relatively few stage 2 pokemon actually lose stats when they evolve.

... It was in the original system? You know what, that IS dumb. I'm scrapping that.



Hey, I've got what I recall was a d10 pokemon game saved somewhere... by a guy named CJ, I think. It was also on Scribd. If you describe the system a little more, I can tell you whether or not we're looking at the same thing, and then I'll give you a link to it.

In other news, you could also do the TGD pokeymans project, since it's recently stalled... though I can't imagine the project would be simplistic... it looks like it's made to be complicated.

Just looked it up, and you know what? I was using CJ's rules as a base. His were good, but left way too much up to the PM. I wanted something a little more clean cut, but that playing was just as light.

My players pointed out the biggest problem: Not enough Merits. If anyone is the bst place to get design ideas, it's players.

Also: TGD? Might be fun to try two versions of the same game. Pokemon: Lite and Advanced Caves and Kecleons? Dungeons and Donphan? Tunnels and Torkoal! (Or Pokemon Advanced works too...)



Why did you make a split between physical and special evasion and accuaracy?

Because that's how it is in Generation IV, and that's what got me to come back to Pokemon. Gen III really did nothing for me (I am not a fan of most of the Hoenn Mons), but Gen IV and V are both just as fun as I and II were.

So I did it this way because it makes the strategy of building a Mon a little more interesting. In the group I have running one player seems to be totally specialized in Special Attacks, and so when they ran into a Rattatta with all Physical Attacks... He was swearing a lot. Another player tagged in and took his place. My group decided Tag battles were the way to go.

alchemyprime
2011-04-15, 11:23 AM
Skills and Talents are up (kinda)