Xanorin97
2019-09-22, 11:01 AM
Myself and a few of my friends are wanting to play pokemon mystery dungeon in D&D, (I'm the DM), I have have been working on how to do this for a while and have written some rules written up to help with a smooth transfer. I would really like some feedback on the work I have done and ideas for how to make it better for me and my players. (Note: This setting is really just 3.5 with pokemon slapped on to it, and I'm not a really experienced DM so excuse me if some of it doesn't make full sense.)
Mystery Dungeons and Dragons
Rulependium
Pokemoves:
------------------------------------------------
Pokemoves are supernatural abilities all pokemon get over time (like in the games). Using a pokemove is in most cases a standard action unless otherwise stated by that move. A pokemon is only able to know 4 pokemoves at a time and must forget an old move to learn a new one.
Pokemove Damage:
------------------------------------------------
Pokemove damage is based off the power of the move, every 10 power is 1d6 damage. For every 2 HD you have you gain another 1d6 of damage up to the moves power maximum.
(Note that moves such as flamethrower gain a +3 to damage at max power since it does not get another full damage die.
(Ex. a max power flamethrower would deal 9d6+3 fire type damage.)
Type Advantage Damage:
------------------------------------------------
Damage multipliers are applied only to pokemoves during damage calculation
(Ex. A Lv 2 Charmander using ember on a Bulbasuar would deal 2d6, +1d6 for stab, +2d6 for Bulbasuar's x2 weakness to fire type attacks, + 2x Int mod because ember is a special category pokemove (2d6+1d6+2d6+ 2x Int mod)
Stab damage: +1d6 damage
X2 weakness: +2d6 damage
X4 weakness: +4d6 damage
1/2 resistance: -2d6 damage
1/4 resistance: -4d6 damage
Immune: take no damage from pokemove
Pokemoves Mechanics:
------------------------------------------------
Physical category pokemoves add 2x your Str mod to damage, damage dealt to an opponent by a Physical pokemove is reduced by 2x their Con mod.
Special category pokemoves add 2x your Int mod to damage, damage dealt to an opponent by a Special pokemove is reduced by 2x their Wis mod.
(Note if any mod stated above is 0 or less, damage is done as if the mod was 0)
Pokemove Accuracy:
------------------------------------------------
An oppoents move accuracy will decrease by 1% for every 1 A.C. you have.
(Ex. if a pokemon has 10 A.C. and an opponent uses a pokemove against it that has 100% accuracy, that pokemove now has a 90% chance to hit the pokemon.)
Leaning new Pokemoves:
------------------------------------------------
When a pokemon learns a new move it gains starting uses X÷5 (X being the moves starting PPs in the official games). Anytime you would gain a feat through level up you gain +1 uses of all of your current moves.
(Note every level of Pokemon you take grants you +1 uses of your current moves).
(Your maximun use of pokemoves are equal to the original maximum of the move's PPs in the official Pokemon games)
Belly size/ Hunger:
------------------------------------------------
You have a hunger value and a belly size when you enter into any dungeons. Your starting hunger value/ belly size is 5 + your Con mod. Certain food items may raise your belly size and your hunger (Max belly size of 25 + con mod). In a dungeon your hunger will decrease by 1 every 2 floors you explore. If your hunger reaches 0 you must make a Fortitude save every minute there after ( DC 15+5 every minute), if you fail you take your belly size in non negateble, non leathal damage.
STILL UNDER CONSTRUCTION
------------------------------------------------
Status Effects:
------------------------------------------------
Poison/ Burn: deals 1d6 damage each turn for 1d6+1 rounds
Badly Poisoned/ Serious Burn: deals 2d6 damage each turn for 1d6+4 rounds
Paralysis: 50% chance to be immobilized each turn
Insomnia: Pokemon can not be put to sleep
Pokemon Levels:
------------------------------------------------
(Pokemon take levels their primary type when taking levels of Pokemon, every level of Pokemon you take gives you a +1 to all uses of your pokemoves. (Feat uses gotten from level up for pokemoves do not stack with uses gained from a pokemon level)
Bug type:
HD d6
Cleric bab
Rogue Saves
Int+ 6 Skill points
Dark type:
HD d8
Cleric bab
Wizard saves
Int+ 8 Skill points
Dragon type:
HD d10
Fighter bab
Fighter Saves
Int+ 6 Skill points
Electric type:
HD d8
Cleric bab
Rogue Saves
Int+ 6 Skill points
E.R. Electric
Fairy type:
HD d6
Wizard bab
Fighter Saves
Int+ 6 Skill points
Fighting type:
HD d10
Fighter bab
Fighter saves
Int+ 2 skill points
Fighting types gains lv feats as if they were the fighter class
Fire type:
HD d8
Fighter bab
Rogue Saves
Int+ 4 Skill points
E.R. Fire
Flying type:
HD d6
Cleric bab
Rogue Saves
Int+ 4 Skill points
Ghost type:
HD d10
Wizard bab
Wizard Saves
Int+ 2 Skill points
Incorporial
Grass type:
HD d8
Cleric bab
Wizard Saves
Int+ 4 Skill points
Ground type:
HD d10
Wizard bab
Fighter Saves
Int+ 4 Skill points
Ice type:
HD d8
Cleric bab
Rogue Saves
Int+ 4 Skill points
E.R. Cold
Normal type:
HD d6
Cleric bab
Rogue Saves
Int+ 4 Skill points
Poison type:
HD d6
Cleric bab
Fighter Saves
Int+ 6 Skill points
Psychic type:
HD d6
Wizard bab
Wizard saves
Int+6 Skill Points
Rock type:
HD d10
Wizard bab
Fighter Saves
Int+ 2 Skill points
Steel type:
HD d10
Cleric bab
Fighter Saves
Int+ 6 Skill points
Water type:
HD d8
Cleric bab
Fighter Saves
Int+ 4 Skill points
Loot Chart (Main) (1d20)
------------------------------------------------
Food 1-6
Berries 7-10
Body Items 11
Money 12-13
Scopes 14
Medicine 15
Orbs 16
Seeds 17
Ability Crystals 18
Evolutionary Items 19
Friendship items 20
(Note: ¥ is a place holder for PokeCoins)
1-5 Food: (1d10)
------------------------------------------------
1-4 Apple. Buy/25¥ Sell/13¥
Fills 5 hunger, 1d3 heal
5-6 Meat. Buy/30¥ Sell/15¥
Fills 5 hunger, 1d4 heal
7. Big Apple. Buy/50¥ Sell/25¥
Fills 10 hunger, 2d3 heal
8. Large Meat. Buy/60¥ Sell/30¥
Fills 10 hunger, 2d4 heal
9. Gummi. Buy/100¥ Sell/50¥
Fills 10 hunger, 2d6 heal (not fav)
Fills 15 hunger, 3d6 heal (fav type)
10. G Apple. Buy/250¥ Sell/125¥
Fills 15 hunger, 4d6 heal,
Increases hunger value by 1d6
Gummi Chart (1d20)
Roll Name Type
1. Black. Dark
2. Blue. Water
3. Brown. Ground
4. Clear. Ice
5. Gold. Psychic
6. Grass. Grass
7. Grey. Rock
8. Green. Bug
9. Orange. Fighting
10. Pink. Poison
11. Purple. Ghost
12. Red. Fire
13. Royal. Dragon
14. Silver. Steel
15. Sky. Flying
16. White. Normal
17. Wonder. Fairy
18. Yellow. Electric
Reroll on 19 or 20
6-10 Berries: (1d12)
------------------------------------------------
1-3. Chesto Buy/50¥ Sell/25¥ Pokemon gains insomnia 10 round
4-5. Pecha Buy/100¥ Sell/50¥
Heals poison status
6-7. Oran Buy/100¥ Sell/50¥
2d8+5 heal
8-9 Cheri Buy/100¥ Sell/50¥
Heals all paralysis
10-11 Rawst Buy/100¥ Sell/50¥
Heals burn status
12 Sitrus Buy/300¥ Sell/150¥
Fully heal Pokemon HP
12-13 PokeCoins:
------------------------------------------------
Roll d100, give that amount
17 Seeds:
------------------------------------------------
(Temp is until next floor)
1 /Doom seed: temp negative Lv
2 /Febble seed: temp -2 str
3 /Sickly seed: temp -2 con
4 /Clumsy seed: temp -2 dex
5 /Daft seed: temp -2 int
6 /Oblivious seed: temp -2 wis
7 /Timid seed: temp -2 cha
8 /Muscle seed: temp +2 Str
9 /Robust seed: temp +2 con
10/Agile seed: temp +2 dex
11/Genius seed: temp +2 int
12/Alert seed: temp +2 wis
13/Proud seed: temp +2 cha
14/Heal seed: cure stat problems
15/Quick seed: +10ft move temp
16/Sleep seed: 1d4 rounds sleep
17/Stun seed: 1d4 rounds stun
18/Warp seed: teleport to next floor
19/Power seed: +1 use of 1 move
20/Reviver seed: resurrection on death
Mystery Dungeons and Dragons
Rulependium
Pokemoves:
------------------------------------------------
Pokemoves are supernatural abilities all pokemon get over time (like in the games). Using a pokemove is in most cases a standard action unless otherwise stated by that move. A pokemon is only able to know 4 pokemoves at a time and must forget an old move to learn a new one.
Pokemove Damage:
------------------------------------------------
Pokemove damage is based off the power of the move, every 10 power is 1d6 damage. For every 2 HD you have you gain another 1d6 of damage up to the moves power maximum.
(Note that moves such as flamethrower gain a +3 to damage at max power since it does not get another full damage die.
(Ex. a max power flamethrower would deal 9d6+3 fire type damage.)
Type Advantage Damage:
------------------------------------------------
Damage multipliers are applied only to pokemoves during damage calculation
(Ex. A Lv 2 Charmander using ember on a Bulbasuar would deal 2d6, +1d6 for stab, +2d6 for Bulbasuar's x2 weakness to fire type attacks, + 2x Int mod because ember is a special category pokemove (2d6+1d6+2d6+ 2x Int mod)
Stab damage: +1d6 damage
X2 weakness: +2d6 damage
X4 weakness: +4d6 damage
1/2 resistance: -2d6 damage
1/4 resistance: -4d6 damage
Immune: take no damage from pokemove
Pokemoves Mechanics:
------------------------------------------------
Physical category pokemoves add 2x your Str mod to damage, damage dealt to an opponent by a Physical pokemove is reduced by 2x their Con mod.
Special category pokemoves add 2x your Int mod to damage, damage dealt to an opponent by a Special pokemove is reduced by 2x their Wis mod.
(Note if any mod stated above is 0 or less, damage is done as if the mod was 0)
Pokemove Accuracy:
------------------------------------------------
An oppoents move accuracy will decrease by 1% for every 1 A.C. you have.
(Ex. if a pokemon has 10 A.C. and an opponent uses a pokemove against it that has 100% accuracy, that pokemove now has a 90% chance to hit the pokemon.)
Leaning new Pokemoves:
------------------------------------------------
When a pokemon learns a new move it gains starting uses X÷5 (X being the moves starting PPs in the official games). Anytime you would gain a feat through level up you gain +1 uses of all of your current moves.
(Note every level of Pokemon you take grants you +1 uses of your current moves).
(Your maximun use of pokemoves are equal to the original maximum of the move's PPs in the official Pokemon games)
Belly size/ Hunger:
------------------------------------------------
You have a hunger value and a belly size when you enter into any dungeons. Your starting hunger value/ belly size is 5 + your Con mod. Certain food items may raise your belly size and your hunger (Max belly size of 25 + con mod). In a dungeon your hunger will decrease by 1 every 2 floors you explore. If your hunger reaches 0 you must make a Fortitude save every minute there after ( DC 15+5 every minute), if you fail you take your belly size in non negateble, non leathal damage.
STILL UNDER CONSTRUCTION
------------------------------------------------
Status Effects:
------------------------------------------------
Poison/ Burn: deals 1d6 damage each turn for 1d6+1 rounds
Badly Poisoned/ Serious Burn: deals 2d6 damage each turn for 1d6+4 rounds
Paralysis: 50% chance to be immobilized each turn
Insomnia: Pokemon can not be put to sleep
Pokemon Levels:
------------------------------------------------
(Pokemon take levels their primary type when taking levels of Pokemon, every level of Pokemon you take gives you a +1 to all uses of your pokemoves. (Feat uses gotten from level up for pokemoves do not stack with uses gained from a pokemon level)
Bug type:
HD d6
Cleric bab
Rogue Saves
Int+ 6 Skill points
Dark type:
HD d8
Cleric bab
Wizard saves
Int+ 8 Skill points
Dragon type:
HD d10
Fighter bab
Fighter Saves
Int+ 6 Skill points
Electric type:
HD d8
Cleric bab
Rogue Saves
Int+ 6 Skill points
E.R. Electric
Fairy type:
HD d6
Wizard bab
Fighter Saves
Int+ 6 Skill points
Fighting type:
HD d10
Fighter bab
Fighter saves
Int+ 2 skill points
Fighting types gains lv feats as if they were the fighter class
Fire type:
HD d8
Fighter bab
Rogue Saves
Int+ 4 Skill points
E.R. Fire
Flying type:
HD d6
Cleric bab
Rogue Saves
Int+ 4 Skill points
Ghost type:
HD d10
Wizard bab
Wizard Saves
Int+ 2 Skill points
Incorporial
Grass type:
HD d8
Cleric bab
Wizard Saves
Int+ 4 Skill points
Ground type:
HD d10
Wizard bab
Fighter Saves
Int+ 4 Skill points
Ice type:
HD d8
Cleric bab
Rogue Saves
Int+ 4 Skill points
E.R. Cold
Normal type:
HD d6
Cleric bab
Rogue Saves
Int+ 4 Skill points
Poison type:
HD d6
Cleric bab
Fighter Saves
Int+ 6 Skill points
Psychic type:
HD d6
Wizard bab
Wizard saves
Int+6 Skill Points
Rock type:
HD d10
Wizard bab
Fighter Saves
Int+ 2 Skill points
Steel type:
HD d10
Cleric bab
Fighter Saves
Int+ 6 Skill points
Water type:
HD d8
Cleric bab
Fighter Saves
Int+ 4 Skill points
Loot Chart (Main) (1d20)
------------------------------------------------
Food 1-6
Berries 7-10
Body Items 11
Money 12-13
Scopes 14
Medicine 15
Orbs 16
Seeds 17
Ability Crystals 18
Evolutionary Items 19
Friendship items 20
(Note: ¥ is a place holder for PokeCoins)
1-5 Food: (1d10)
------------------------------------------------
1-4 Apple. Buy/25¥ Sell/13¥
Fills 5 hunger, 1d3 heal
5-6 Meat. Buy/30¥ Sell/15¥
Fills 5 hunger, 1d4 heal
7. Big Apple. Buy/50¥ Sell/25¥
Fills 10 hunger, 2d3 heal
8. Large Meat. Buy/60¥ Sell/30¥
Fills 10 hunger, 2d4 heal
9. Gummi. Buy/100¥ Sell/50¥
Fills 10 hunger, 2d6 heal (not fav)
Fills 15 hunger, 3d6 heal (fav type)
10. G Apple. Buy/250¥ Sell/125¥
Fills 15 hunger, 4d6 heal,
Increases hunger value by 1d6
Gummi Chart (1d20)
Roll Name Type
1. Black. Dark
2. Blue. Water
3. Brown. Ground
4. Clear. Ice
5. Gold. Psychic
6. Grass. Grass
7. Grey. Rock
8. Green. Bug
9. Orange. Fighting
10. Pink. Poison
11. Purple. Ghost
12. Red. Fire
13. Royal. Dragon
14. Silver. Steel
15. Sky. Flying
16. White. Normal
17. Wonder. Fairy
18. Yellow. Electric
Reroll on 19 or 20
6-10 Berries: (1d12)
------------------------------------------------
1-3. Chesto Buy/50¥ Sell/25¥ Pokemon gains insomnia 10 round
4-5. Pecha Buy/100¥ Sell/50¥
Heals poison status
6-7. Oran Buy/100¥ Sell/50¥
2d8+5 heal
8-9 Cheri Buy/100¥ Sell/50¥
Heals all paralysis
10-11 Rawst Buy/100¥ Sell/50¥
Heals burn status
12 Sitrus Buy/300¥ Sell/150¥
Fully heal Pokemon HP
12-13 PokeCoins:
------------------------------------------------
Roll d100, give that amount
17 Seeds:
------------------------------------------------
(Temp is until next floor)
1 /Doom seed: temp negative Lv
2 /Febble seed: temp -2 str
3 /Sickly seed: temp -2 con
4 /Clumsy seed: temp -2 dex
5 /Daft seed: temp -2 int
6 /Oblivious seed: temp -2 wis
7 /Timid seed: temp -2 cha
8 /Muscle seed: temp +2 Str
9 /Robust seed: temp +2 con
10/Agile seed: temp +2 dex
11/Genius seed: temp +2 int
12/Alert seed: temp +2 wis
13/Proud seed: temp +2 cha
14/Heal seed: cure stat problems
15/Quick seed: +10ft move temp
16/Sleep seed: 1d4 rounds sleep
17/Stun seed: 1d4 rounds stun
18/Warp seed: teleport to next floor
19/Power seed: +1 use of 1 move
20/Reviver seed: resurrection on death