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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e Pokemon Tabletop RPG
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<blockquote data-quote="Camelot" data-source="post: 5013639" data-attributes="member: 82617"><p>At 1/2 health, you make three rolls but only need to succeed twice to capture. At 1/4 health, you make all three rolls but only need to succeed once. One of the Pokemon's defenses must be lower than average, unless they are all average, so the trainer would have a better chance of capture than you thought. If all of its defenses are average, you'd have 10 + one-half level + average modifier, which at level one would equal 12 or 13, I'd say.</p><p> </p><p>For an example, let's say they're all 13 (because you do add +1 to all defenses, like you're creating an NPC in D&D). If you were using a Pokeball (no bonuses, as of right now) against this wild Pokemon at full health, you'd have a 6.4% chance of success. At 1/4 health, you'd have a 40% chance of success, because you get three rolls and only need to succeed on one. I'm not too good with the math, but I think that's right. It's definitely more than you got, because you calculated as if the trainer only got one roll.</p><p> </p><p>To balance, the Pokeball could give a +1 bonus to the roll, substituting the need for the trainer's ability score. This would make it fairly easy to capture a Pokemon of the trainer's level. Greatball would give +2 and Ultraball would give +3. Then again, these numbers are just speculation; it could require more to balance.</p></blockquote><p></p>
[QUOTE="Camelot, post: 5013639, member: 82617"] At 1/2 health, you make three rolls but only need to succeed twice to capture. At 1/4 health, you make all three rolls but only need to succeed once. One of the Pokemon's defenses must be lower than average, unless they are all average, so the trainer would have a better chance of capture than you thought. If all of its defenses are average, you'd have 10 + one-half level + average modifier, which at level one would equal 12 or 13, I'd say. For an example, let's say they're all 13 (because you do add +1 to all defenses, like you're creating an NPC in D&D). If you were using a Pokeball (no bonuses, as of right now) against this wild Pokemon at full health, you'd have a 6.4% chance of success. At 1/4 health, you'd have a 40% chance of success, because you get three rolls and only need to succeed on one. I'm not too good with the math, but I think that's right. It's definitely more than you got, because you calculated as if the trainer only got one roll. To balance, the Pokeball could give a +1 bonus to the roll, substituting the need for the trainer's ability score. This would make it fairly easy to capture a Pokemon of the trainer's level. Greatball would give +2 and Ultraball would give +3. Then again, these numbers are just speculation; it could require more to balance. [/QUOTE]
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