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<blockquote data-quote="Camelot" data-source="post: 5003422" data-attributes="member: 82617"><p>This game will feel very different from the Pokemon video games and D&D. Instead of one vs. one or at most two vs. two battles, you will have four vs. four to six vs. six. Instead of being one character with a riveting background, you'll be one character that has nothing special about them with options on which battle style to choose from each battle. It's not supposed to be the same game as either of those games. Otherwise, there would be little point in creating it. I'm not asking whether I should try to do this, I want to know if anyone has any advice on how I <em>can </em>do it.</p><p> </p><p>Power sources are pretty much the types, i.e., there are seventeen (or so, I can't exactly remember) power sources, and one Pokemon can draw from two power sources. A big difference from the video games is that each Pokemon does not have a number of resistances and vulnerabilities (to use D&D terms) that they need to factor into their battling. It's more focused on the moves, of which you'll have an increasingly large number rather than just four.</p><p> </p><p>My thought on equipment was to build in the weapons into the Pokemon's class. D&D's weapons become physical weapons, like claws, teeth, and the entire body. D&D's implements become special weapons, like Bulbasaur's vines and leaves or Charmander's fire breath. You can use them whenever you want if you have the moves (physical weapons all get basic attacks), but one Pokemon can use different weapons more often depending on the strategy you choose for it. For example, Bulbasaur (which I began with, so it's more complete) can choose from being better at using its leaves or its vines. The strategy you pick influences the moves you pick, and thus the weapon you use more often. In addition, physical weapons get bigger and stronger as the Pokemon grows, balancing with a D&D character getting better weapons.</p><p> </p><p>Items, I think, will work fine, too. The thing is, it will just be a very different concept than the Pokemon we're familiar with. The item range will be similar to that in D&D, with choices galore, each with a different effect on the Pokemon. This means, too, that Pokemon can hold many items at once, like a D&D character. I haven't quite got to writing stuff out for this yet, but this is my idea, and I don't see any reason for it not working.</p><p> </p><p>As to encounter and daily powers: Pokemon need short rests (even in their Pokeballs) to get their encounters back. This is sort of like power points in the original games, but with a time range before they recharge rather than needing an item or a Pokecenter visit. Speaking of Pokecenter visits, these give your Pokemon the equivalent of an extended rest in D&D. The PM will have to do some storytelling to prevent trainers from repeatedly returning to the last town's Pokecenter to heal completely up for the next battle, though. I still need to think that out a bit more. Maybe Pokemon can only get one Pokecenter visit a day, for some reason.</p><p> </p><p>But anyhow, I digress. We'll reach those milestones after a couple encounters. First I want to create workable (or at least seemingly workable) trainer concepts, as that is really where the game starts. You can't have Pokemon battles with no trainers, unless you want to go the Mystery Dungeon route (which would also be a viable option in this game. Hmm...would make a nice supplement). So, I want to come up with a bunch of ideas for trainer features, feats, and stuff, then move onto the rest. Any ideas on trainer features? I need features that reinforce the relative importance of the ability scores and further the class's goals (battler uses strategy, raisers deal damage, etc.). Thanks for the things to think about!</p></blockquote><p></p>
[QUOTE="Camelot, post: 5003422, member: 82617"] This game will feel very different from the Pokemon video games and D&D. Instead of one vs. one or at most two vs. two battles, you will have four vs. four to six vs. six. Instead of being one character with a riveting background, you'll be one character that has nothing special about them with options on which battle style to choose from each battle. It's not supposed to be the same game as either of those games. Otherwise, there would be little point in creating it. I'm not asking whether I should try to do this, I want to know if anyone has any advice on how I [I]can [/I]do it. Power sources are pretty much the types, i.e., there are seventeen (or so, I can't exactly remember) power sources, and one Pokemon can draw from two power sources. A big difference from the video games is that each Pokemon does not have a number of resistances and vulnerabilities (to use D&D terms) that they need to factor into their battling. It's more focused on the moves, of which you'll have an increasingly large number rather than just four. My thought on equipment was to build in the weapons into the Pokemon's class. D&D's weapons become physical weapons, like claws, teeth, and the entire body. D&D's implements become special weapons, like Bulbasaur's vines and leaves or Charmander's fire breath. You can use them whenever you want if you have the moves (physical weapons all get basic attacks), but one Pokemon can use different weapons more often depending on the strategy you choose for it. For example, Bulbasaur (which I began with, so it's more complete) can choose from being better at using its leaves or its vines. The strategy you pick influences the moves you pick, and thus the weapon you use more often. In addition, physical weapons get bigger and stronger as the Pokemon grows, balancing with a D&D character getting better weapons. Items, I think, will work fine, too. The thing is, it will just be a very different concept than the Pokemon we're familiar with. The item range will be similar to that in D&D, with choices galore, each with a different effect on the Pokemon. This means, too, that Pokemon can hold many items at once, like a D&D character. I haven't quite got to writing stuff out for this yet, but this is my idea, and I don't see any reason for it not working. As to encounter and daily powers: Pokemon need short rests (even in their Pokeballs) to get their encounters back. This is sort of like power points in the original games, but with a time range before they recharge rather than needing an item or a Pokecenter visit. Speaking of Pokecenter visits, these give your Pokemon the equivalent of an extended rest in D&D. The PM will have to do some storytelling to prevent trainers from repeatedly returning to the last town's Pokecenter to heal completely up for the next battle, though. I still need to think that out a bit more. Maybe Pokemon can only get one Pokecenter visit a day, for some reason. But anyhow, I digress. We'll reach those milestones after a couple encounters. First I want to create workable (or at least seemingly workable) trainer concepts, as that is really where the game starts. You can't have Pokemon battles with no trainers, unless you want to go the Mystery Dungeon route (which would also be a viable option in this game. Hmm...would make a nice supplement). So, I want to come up with a bunch of ideas for trainer features, feats, and stuff, then move onto the rest. Any ideas on trainer features? I need features that reinforce the relative importance of the ability scores and further the class's goals (battler uses strategy, raisers deal damage, etc.). Thanks for the things to think about! [/QUOTE]
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