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<blockquote data-quote="MaclimesZero" data-source="post: 5003989" data-attributes="member: 69911"><p>This is exactly why I don't think D&D is the best option for a Pokemon RPG. Let me show you what I would do.</p><p></p><p><span style="font-size: 15px"><strong>Trainers</strong></span></p><p></p><p>Trainers have no stats or powers as we think of them. They have story-style descriptions, and they have XP. Whenever a pokemon earns XP, so does the Trainer. However, while a pokemon may level up at 100 XP, then at 250, then at 750, etc whatever, the trainer doesn't hit level 2 until 1000 xp, and so on.</p><p></p><p>Since they have no stats, what happens at each level? They gain a trait. A trait is a simple description of their personality, or a training technique, or other aspect of their training style. They each start with one, and gain a new one at every level. Here are two some sample traits:</p><p></p><p><strong>Empathy</strong> - Your pokemon love and respect you. As an Encounter power, you can use Empathy: If one of your Pokemon would be subject to a Fear effect, or an effect that would force them to flee, the pokemon makes an additional save versus the effect with a +2 bonus.</p><p></p><p><strong>Ferocious</strong> - You, and by extension your pokemon, are aggressive. As an Encounter power, you can use Ferocious: When an opposing pokemon moves and ends its move farther from your pokemon than it started, your pokemon may immediately move it speed towards the opposing pokemon.</p><p></p><p></p><p><span style="font-size: 15px"><strong>Pokemon</strong></span></p><p></p><p><strong>Attributes</strong></p><p>The Pokemon themselves have 6 attributes: Strength, Coordination, Toughness, Willpower, Charm, Speed.</p><p></p><p>Each type of pokemon starts with his stats allocated differently. For example, we'll use everyone's favorite: Pikachu.</p><p></p><p><em>Level 1 Pikachu starting stats</em></p><p><em>Strength 0, Coordination 4, Toughness 1, Willpower 1, Charm 2, Speed 5.</em></p><p></p><p>Speed functions as it does in D&D, and the other 5 function just like the ability scores in D&D. Except instead of the rather superfluous "score leads to modifier" system, we just cut straight to the chase. </p><p></p><p><strong>Defenses</strong></p><p>Okay, now each Pokemon has 3 defenses: Melee Defense, Ranged Defense, and Mental Defense. Melee Defense is equal to 10 + 1/2 level + Toughness. Ranged Defense uses Coordination, and Mental uses Willpower.</p><p></p><p>So Pikachu's defenses at level 1 are:</p><p><em>Melee: 11, Ranged 14, Mental 11</em></p><p></p><p>We have a base system to use that is fair bit simpler than the D&D 4e one. It may seem like a small change (some names, one less ability, one less defense), but in the scale of battle in which each person may control multiple creatures, the simpler you can make it, the better.</p><p></p><p>We'll also calculate Hit Points: (10 + Toughness) x Level</p><p></p><p><strong>Attunements</strong></p><p>However, now it's time to ADD a feature. Each Pokemon, instead of skills or weapon proficiencies, gets Attunements. This is a number based system that ties to the specific type of powers out there. Here's Pikachu's starting attunements:</p><p><em></em></p><p><em>Normal +1, Electric +4</em></p><p></p><p><strong>Powers</strong></p><p>NOW we can do some powers. Each Pokemon gets 2 At-Will powers, and 1 Encounter powers. There are NO daily powers anymore. Another simplicity factor. Here's the ones for Pikachu:</p><p></p><p><em>Thundershock</em></p><p><em>At-Will * Electric</em></p><p><em>Attack Action</em></p><p><em>Range: 10</em></p><p><em>Attack: Coordination vs Ranged</em></p><p><em>Hit: 1d8 + Electric Attunement damage</em></p><p><em></em></p><p><em>Growl</em></p><p><em>At-Will * Normal</em></p><p><em>Attack Action</em></p><p><em>Range: 5</em></p><p><em>Attack: Charm vs Mental</em></p><p><em>Hit: Target takes a -2 to attack rolls until the end of your next turn.</em></p><p><em></em></p><p><em>Thunderwave</em></p><p><em>Encounter * Electric</em></p><p><em>Attack Action</em></p><p><em>Range: 10</em></p><p><em>Attack: Coordination vs Melee</em></p><p><em>Hit: 2d8 + Electric Attunement damage, and the target is immobilized (save ends).</em></p><p></p><p><strong>Combat</strong></p><p>Okay! Looks good so far! Now, rounds break down as 1 Minor action, 1 Move action, and 1 Attack action. Unlike in standard D&D, you CANNOT "trade down" actions to take, for example, a double move.</p><p></p><p><strong>Finishing</strong></p><p>Okay, there, I've got a fair bit thrown around. See what you think.</p></blockquote><p></p>
[QUOTE="MaclimesZero, post: 5003989, member: 69911"] This is exactly why I don't think D&D is the best option for a Pokemon RPG. Let me show you what I would do. [SIZE=4][B]Trainers[/B][/SIZE] Trainers have no stats or powers as we think of them. They have story-style descriptions, and they have XP. Whenever a pokemon earns XP, so does the Trainer. However, while a pokemon may level up at 100 XP, then at 250, then at 750, etc whatever, the trainer doesn't hit level 2 until 1000 xp, and so on. Since they have no stats, what happens at each level? They gain a trait. A trait is a simple description of their personality, or a training technique, or other aspect of their training style. They each start with one, and gain a new one at every level. Here are two some sample traits: [B]Empathy[/B] - Your pokemon love and respect you. As an Encounter power, you can use Empathy: If one of your Pokemon would be subject to a Fear effect, or an effect that would force them to flee, the pokemon makes an additional save versus the effect with a +2 bonus. [B]Ferocious[/B] - You, and by extension your pokemon, are aggressive. As an Encounter power, you can use Ferocious: When an opposing pokemon moves and ends its move farther from your pokemon than it started, your pokemon may immediately move it speed towards the opposing pokemon. [SIZE=4][B]Pokemon[/B][/SIZE] [B]Attributes[/B] The Pokemon themselves have 6 attributes: Strength, Coordination, Toughness, Willpower, Charm, Speed. Each type of pokemon starts with his stats allocated differently. For example, we'll use everyone's favorite: Pikachu. [I]Level 1 Pikachu starting stats Strength 0, Coordination 4, Toughness 1, Willpower 1, Charm 2, Speed 5.[/I] Speed functions as it does in D&D, and the other 5 function just like the ability scores in D&D. Except instead of the rather superfluous "score leads to modifier" system, we just cut straight to the chase. [B]Defenses[/B] Okay, now each Pokemon has 3 defenses: Melee Defense, Ranged Defense, and Mental Defense. Melee Defense is equal to 10 + 1/2 level + Toughness. Ranged Defense uses Coordination, and Mental uses Willpower. So Pikachu's defenses at level 1 are: [I]Melee: 11, Ranged 14, Mental 11[/I] We have a base system to use that is fair bit simpler than the D&D 4e one. It may seem like a small change (some names, one less ability, one less defense), but in the scale of battle in which each person may control multiple creatures, the simpler you can make it, the better. We'll also calculate Hit Points: (10 + Toughness) x Level [B]Attunements[/B] However, now it's time to ADD a feature. Each Pokemon, instead of skills or weapon proficiencies, gets Attunements. This is a number based system that ties to the specific type of powers out there. Here's Pikachu's starting attunements: [I] Normal +1, Electric +4[/I] [B]Powers[/B] NOW we can do some powers. Each Pokemon gets 2 At-Will powers, and 1 Encounter powers. There are NO daily powers anymore. Another simplicity factor. Here's the ones for Pikachu: [I]Thundershock At-Will * Electric Attack Action Range: 10 Attack: Coordination vs Ranged Hit: 1d8 + Electric Attunement damage Growl At-Will * Normal Attack Action Range: 5 Attack: Charm vs Mental Hit: Target takes a -2 to attack rolls until the end of your next turn. Thunderwave Encounter * Electric Attack Action Range: 10 Attack: Coordination vs Melee Hit: 2d8 + Electric Attunement damage, and the target is immobilized (save ends).[/I] [B]Combat[/B] Okay! Looks good so far! Now, rounds break down as 1 Minor action, 1 Move action, and 1 Attack action. Unlike in standard D&D, you CANNOT "trade down" actions to take, for example, a double move. [B]Finishing[/B] Okay, there, I've got a fair bit thrown around. See what you think. [/QUOTE]
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