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50Copper
2012-04-12, 11:15 AM
I've been working on a 4e version of Pokemon for about 3 weeks now, and it's almost ready for testing. I thought I'd try and get some feedback here first.

Rules:
Statistics:

Lif, Atk, Def, SpA, SpD, Spe (roughly analogous to Con, Str, Cha, Int, Wis, Dex)
Stats are derived from the Pokemon's base stats, which were divided by 5 and rounded off to the nearest integer. Meaning a base stat of 100 yielded 20. An accurate transition, as base 100 in a stat is considered very good in Pokemon, as is a 20 in a stat in D&D.

Sizes (based on Pokemon heights):
Tiny - <2', Small - 2-4', Medium - 4-8', Large - 8-16', Huge - 16-32', Gargantuan - 32'+

Starting HP: 10 + Lif
HP per level (including 1st): 6 + Lif mod

Init: Spe mod + 1/2 level
AC: 10 + Def/Spe mod + 1/2 level
Fort: 10 + Lif mod + 1/2 level
Ref: 10 + Spe mod + 1/2 level
Will: 10 + SpD mod + 1/2 level
Speed: Spe/2

Type Vulnerability:
Resistances: Equal to your level
Weaknesses: Equal to their level

This way, you take less damage from more powerful attacks as you level up, but enemies that are stronger or weaker than you deal extra damage that scales with their own levels independently.

Evolution:
Evolutions occur at levels 6, 11, 16, 21, or 26 depending on when the Pokemon evolves in game. Can also be triggering by using stones on certain Pokemon, or by leveling up while holding a certain item, or while happiness is at a certain level.

Happiness:
Happiness starts at 0 when a Pokemon is caught, and can reach as high as 10.
-Pokemon gain 1 happiness when they level up
-Pokemon lose 1 happiness when they drop to 0 hit points or less

Certain items can increase or decrease happiness.

If happiness is at 5 or below, I'm considering a mechanic using Diplomacy or Charisma checks to get them to act if they are above your trainer level.

Powers:
Instead of being based on at-will, encounter, and daily, powers are based on recharge rolls that are influenced by the move's PP in the games.

PP: 40/35 (at-will), 30/25 (2), 20 (3), 15 (4), 10 (5), 5 (6)

Damage is, likewise, influenced by the base power of the move in the games:

10 - 1d6
15 - 1d8
20 - 1d10
25 - 1d12
30 - 2d6
35 - 2d8
40 - 2d10
50 - 2d12
55 - 3d8
60 - 3d10
65 - 3d12
70 - 4d8
75 - 4d10
80 - 4d12
85 - 5d10
90 - 5d12
95 - 6d10
100 - 6d12
120 - 7d12
130 - 8d12
140 - 9d12
150 - 10d12
180 - 12d12
200 - 15d12
250 - 20d12

Damage modifiers are equal to either your physical attack or special attack modifier, plus half your level. If the attacks deals 3d12 damage or more, you add double your modifier. 6d10 or more, triple your modifier. 8d12 or more, quadruple your modifier.

Physical attacks mostly target AC or Fort, while special attacks seems to be fairly split between Reflex and Fort, with a few focusing on Will. Secondary effects are almost always directed at Fort.

Statuses:
Asleep - Unconscious
Burned - Weakened, ongoing fire damage
Poisoned - Ongoing poison damage
Immobilized
Dazed
Frozen - Stunned
Confused - Start of turn, make a basic attack against self

Elites and Solos:
To use elites and solos, simply stat the Pokemon out, then reduce its level by 5 for each role increase. For instance, if you want your players to fight an Onix at level 5, by itself, but you want it to be more threatening than a basic monster, rather than making it 10 levels higher, make it a level 5 solo.

Elites - reduce a standard by 5 levels
Solos - reduce a standard by 10 levels
Minions - increase a standard by 5 levels

Catching Pokemon:
Pokemon are caught by bloodying them, and then throwing Pokeballs. Each Pokeball has its own modifier, which you add to a d20 roll and then compare against the Pokemon's highest defense. On a hit, they are caught.

Abilities (https://docs.google.com/spreadsheet/ccc?key=0AoKM9UTqO91LdE5NMnFuLVBOYWpXVjhvdVIyeW5Lc 3c)

Pokemon (1-151, plus Umbreon) (https://docs.google.com/spreadsheet/ccc?key=0AoKM9UTqO91LdDlHSllIOXJYemhmSjcyc2tLVTlBT 1E)

Powers (https://docs.google.com/spreadsheet/ccc?key=0AoKM9UTqO91LdFh3SDZDb2lwdm5reEtqLTZLUEJTb 0E)

Obviously it's not yet done. I'm also thinking of changing the requirements on powers to be less across-the-board, and specify it for individual Pokemon instead.

I'd like feedback, if anyone has any. Questions are great too.

Giegue
2012-04-12, 11:20 AM
Do you have trainer classes? I am just wondering because MOST pokemon tabletop games have trainer classes that give the trainer themselves some abilities that either aid their pokemon or, in the case of PTTA, allow the trainer themselves to fight. Just thought I'd ask is all.

50Copper
2012-04-12, 09:11 PM
I plan on it. They will be exceedingly simple, with only level 1 abilities needed, so I was saving them for last.

The trainer class, itself, will define more of your team role and will give you opportunities to qualify for Paragon Paths and Epic Destinies.

I also plan on using feats to flesh out your team compositions and specialize on certain types if you so choose.