DespondDestiny
2015-05-21, 02:48 AM
Hey there Giantitp!
I've been a lurker of the forums for a few years now but now, I've reached a point where I'm trying to make an easy to pick up d6 system for a Pokemon group I'm working on.
All the battles would be done within chats and dice/dice rollers, but the issue I am having is finding or making a system that wont scare off players but covers a good chunk of the battle system one could get from Pokemon.
I've eradicated the different types of experience gain (erratic vs fast and so on), but I'm not sure how best to issue xp, what guide to follow, and how the Pokemon would get more powerful between leveling up and evolving.
I found one system that worked nicely for low levels.
Starting HP = [wiki HP * 2] / 10; +2 HP per level
d6 + level for initiative (if same level, just d6)
Moves do [wiki damage / 10], drop any remainders / fractions (so 35 becomes 3)
All moves have 100% hit rate
Roll initiative, winner declares a move, determine the result
Statuses (sleep, poison etc) have a 50% chance of lifting each turn (coin toss, just like the card game)
Bonuses to Damage are +2 instead of x2
Resistances are -2 instead of x.5 and -1 instead of x.25
Now this is very straight forward, easy to use, and doesn't drop in too many mechanics- that is until you need to consider how items and levels will actually effect a Pokemon.
Now if Levels only effected Initiative, that wouldn't be too bad. But it effects the HP level as well. Even some of the stronger moves wouldn't be enough to leave more than a scratch on a a Pokemon of even level 50.
It would read something like this;
Zangoose Lvl 1
HP: 17
Move: Scratch - 4 damage.
This is the barest of the bare really for a level 1, but still do able. When we increase the Level to 50 and then to 100 though (a single move a piece, just to show what I mean without too many numbers involved;
Zangoose Lvl 50
HP: 115
Move: Close Combat - 12 damage
Zangoose Lvl 100
HP:215
Move: Last Resort - 14 damage
If you are lucky, you get a +2 for Type Effectiveness to your damage, if you are ****ed you get dinged since the Pokemon you are up against is resistant to the type you are using.
You cant do much more damage at level 100 than you did at level 50. Type Effectiveness almost makes no sense to have the way it is. (Though this would be easy to change back to the classic of multipliers)
Lets not forget Secondary Effects. Status effects like Paralyze are easy to work with. Just a coin flip. Poison however needs a comfortable way to determine how much damage it can do each turn (burn as well) but Pokemon Effects can also target Defenses and Attack levels.
"Close Combat inflicts damage and then lowers the user's Defense stat and Special Defense stat by one stage each. "
This doesn't do anything helpful for someone in this system. There are no Stat Blocks. Only HP and damage.
I attempted to use the base stats of the other Pokemon to allow bonuses depending on the tier they were part of. Most stats are anywhere between 0 and 250 for the base stats of Pokemon (before leveling up). So I tried dividing them as such:
0-50 +0
51-100 +1
101-150 +2
151-200 +3
201-250 +4
So back to our Zangoose, his stats would look like this;
Zangoose Lvl 1
HP 17
Speed +1
Sp. Atk +1
Sp. Def +1
Atk +2
Def +1
Move: Scratch - 4 damage.
So, Initiative could now involve Speed (d6+1+lvl)
But my other stats still don't do much to effect attack damage in levels.
So I had considered the HP treatment. (Base Stat x 2 / 10)
HP 17
Speed 18
Sp. Atk 12
Sp. Def 12
Atk 23
Def 12
But I'm not sure how best to apply this information Fairly.
Adding Evolutions and Mega Evolutions into the equation complicates things as well because an evolutionary stage has a different Base Stat than a previous stage.
I'm looking for a formula I could attach to any Pokemon to make the Evolution and Leveling system as fair as possible.
I'd like to allow players to use their Defense Stats somehow to reduce damage and their Attack Stats to Increase Damage.
Adding new moves is basically already mapped out. You just add new moves based on what moves a Pokemon can learn at certain levels, and players can earn or purchase items, and tms/hms to beef up the Pokemon.
The long and short of it is, What is the best way to allow flexible combat in a Pokemon Tournament Setting while still keeping the stats balanced as possible from level 1 to level 100?
If you have more questions for me definitely do not feel shy! I'm more than happy to answer any questions you guys have for giving me even a little bit of a push in any direction.
Hey guys, Just wanted to let you know I am definitely looking into all the info and suggestions you guys have given me! You guys have been really helpful so far and I'm going to run a couple more tests! Thanks so much!
I've been a lurker of the forums for a few years now but now, I've reached a point where I'm trying to make an easy to pick up d6 system for a Pokemon group I'm working on.
All the battles would be done within chats and dice/dice rollers, but the issue I am having is finding or making a system that wont scare off players but covers a good chunk of the battle system one could get from Pokemon.
I've eradicated the different types of experience gain (erratic vs fast and so on), but I'm not sure how best to issue xp, what guide to follow, and how the Pokemon would get more powerful between leveling up and evolving.
I found one system that worked nicely for low levels.
Starting HP = [wiki HP * 2] / 10; +2 HP per level
d6 + level for initiative (if same level, just d6)
Moves do [wiki damage / 10], drop any remainders / fractions (so 35 becomes 3)
All moves have 100% hit rate
Roll initiative, winner declares a move, determine the result
Statuses (sleep, poison etc) have a 50% chance of lifting each turn (coin toss, just like the card game)
Bonuses to Damage are +2 instead of x2
Resistances are -2 instead of x.5 and -1 instead of x.25
Now this is very straight forward, easy to use, and doesn't drop in too many mechanics- that is until you need to consider how items and levels will actually effect a Pokemon.
Now if Levels only effected Initiative, that wouldn't be too bad. But it effects the HP level as well. Even some of the stronger moves wouldn't be enough to leave more than a scratch on a a Pokemon of even level 50.
It would read something like this;
Zangoose Lvl 1
HP: 17
Move: Scratch - 4 damage.
This is the barest of the bare really for a level 1, but still do able. When we increase the Level to 50 and then to 100 though (a single move a piece, just to show what I mean without too many numbers involved;
Zangoose Lvl 50
HP: 115
Move: Close Combat - 12 damage
Zangoose Lvl 100
HP:215
Move: Last Resort - 14 damage
If you are lucky, you get a +2 for Type Effectiveness to your damage, if you are ****ed you get dinged since the Pokemon you are up against is resistant to the type you are using.
You cant do much more damage at level 100 than you did at level 50. Type Effectiveness almost makes no sense to have the way it is. (Though this would be easy to change back to the classic of multipliers)
Lets not forget Secondary Effects. Status effects like Paralyze are easy to work with. Just a coin flip. Poison however needs a comfortable way to determine how much damage it can do each turn (burn as well) but Pokemon Effects can also target Defenses and Attack levels.
"Close Combat inflicts damage and then lowers the user's Defense stat and Special Defense stat by one stage each. "
This doesn't do anything helpful for someone in this system. There are no Stat Blocks. Only HP and damage.
I attempted to use the base stats of the other Pokemon to allow bonuses depending on the tier they were part of. Most stats are anywhere between 0 and 250 for the base stats of Pokemon (before leveling up). So I tried dividing them as such:
0-50 +0
51-100 +1
101-150 +2
151-200 +3
201-250 +4
So back to our Zangoose, his stats would look like this;
Zangoose Lvl 1
HP 17
Speed +1
Sp. Atk +1
Sp. Def +1
Atk +2
Def +1
Move: Scratch - 4 damage.
So, Initiative could now involve Speed (d6+1+lvl)
But my other stats still don't do much to effect attack damage in levels.
So I had considered the HP treatment. (Base Stat x 2 / 10)
HP 17
Speed 18
Sp. Atk 12
Sp. Def 12
Atk 23
Def 12
But I'm not sure how best to apply this information Fairly.
Adding Evolutions and Mega Evolutions into the equation complicates things as well because an evolutionary stage has a different Base Stat than a previous stage.
I'm looking for a formula I could attach to any Pokemon to make the Evolution and Leveling system as fair as possible.
I'd like to allow players to use their Defense Stats somehow to reduce damage and their Attack Stats to Increase Damage.
Adding new moves is basically already mapped out. You just add new moves based on what moves a Pokemon can learn at certain levels, and players can earn or purchase items, and tms/hms to beef up the Pokemon.
The long and short of it is, What is the best way to allow flexible combat in a Pokemon Tournament Setting while still keeping the stats balanced as possible from level 1 to level 100?
If you have more questions for me definitely do not feel shy! I'm more than happy to answer any questions you guys have for giving me even a little bit of a push in any direction.
Hey guys, Just wanted to let you know I am definitely looking into all the info and suggestions you guys have given me! You guys have been really helpful so far and I'm going to run a couple more tests! Thanks so much!