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Hidden 11 yrs ago Post by ExaltedTransformer
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ExaltedTransformer

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I run a forum game on a different site and a live game with this system, and I'd like to play in a game once. Is anyone interested in running a game? I would be happy to co-GM if youre shakey with the system.
Hidden 11 yrs ago Post by tobiax
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tobiax

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I don't know what system that is, but I've been wanting to start up a Pokemon RP, and if it's more balanced than the one I've been working with, I'll probably do it!
Give me some time to read up on the PDF?
Hidden 11 yrs ago Post by ExaltedTransformer
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ExaltedTransformer

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If you were using an unbalanced system before, it was likely pokemon tabletop adventures. Fun but really wonky and vague in areas. PTU is an updated version that runs much smoother and allows for much more variety in game play options, like settings and campaigns.

http://www.mediafire.com/?ss8xoof408j8swj

Here is where you can download the main pdf and the supliment setting guides:

Pokemon Tabletop United Game Guide
Game of Throhs: Fantasy Setting Guide
The Blessed and the Dammed: Legendary Guide
Do Porygon Dream of Mareep?: Sci-Fi setting Guide

Along with useful charts and of course the Pokedex. It can seem very detailed and confusing at first, but you dont have to know every edge and feature to GM a game. Just the rather simple mechanics.

If you find it interesting and have questions, I'll be happy to help!
Hidden 11 yrs ago Post by tobiax
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tobiax

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Nope! It had no specific name. I got the PDF, and I think that'll be enough.
There are some things I'd want to modify, like... trainers being majorly involved in combat should be a no, and the injury counters should be removed. I was actually thinking of modifying the original system I was using to include a possible (operative word possible) death range, but it was a bit ridiculous in the document. I mean... -200% is reaaaly excessive. I mean, why take such an unnecessary risk, right? Anyway... there are some inconsistencies, like with the amount of hit points that the items heal (and MooMoo Milk doesn't heal status conditions, and does heal 100 Hp). Also, some of the pseudo math was wrong as well. Like super-effective twice being x3 in the doc, but x4 in the game.
Hidden 11 yrs ago Post by ExaltedTransformer
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ExaltedTransformer

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A lot of that was done specifically to balance the game for a tabletop setting compared to a video game setting. It isn't 'wrong', it was purposely modified. Trainers involved in combat are generally optional rules anyway, because not every battle is league certified. If Team Rocket's trying to catch your Pokemon in a snare, I'd certainly want to know the proper rules for punching them in the face. The item changes likewise were done to help balance the game for a tabletop setting. You can change them to whatever you want, but there's a purpose to it. The -200% is in case you say fall off a cliff. Or accidently provoke an angry Salamance and fail your athletics check to dodge and not be stomped on. It's not that hard to get to -200% if you're playing a more gritty campaign. The x3 rather than x4 for double super effective is because with the hp calculations being what they are, if it was x4, a double super effectice move is an almost instant faint with no real chance of recovery. All about balance. Pokekon Tabletop Adventure stared at x4 and it was just too unbalanced, so they changed it.
Hidden 11 yrs ago Post by tobiax
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tobiax

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I understand. However, I feel like some of the changes removed diversity, like the 15-30 evolution marks instead of the unique triggers for each Pokemon, most being 16-36.
Yeah, I guess that stuff does make sense. And chunky salsa rules.
Also, what I was getting at is I want it to be almost like a nuzlocke, to where Pokemon can die, but you can lose without all of your Pokemon being dead, but instead fainting.
I'm also not sure I can get behind natures modifying HP. I mean, that's usually the one thing you can rely on to be semi- stable, and not have to sacrifice it for another stat. (Or more specifically that they used the normally neutral natures to modify Hp, and threw in other ones that are... questionable?)
Hidden 11 yrs ago Post by ExaltedTransformer
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ExaltedTransformer

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Thats what I do in my games, house rules to make it more believable and dramatic. Level and evolution dont have anything to do with each other. If your Pokémon hates you, it might never evolve. If you fall off a cliff, your level 20 charmeleon just might evolve to save you. Dice and stats are important, but fun is WAY more important!

Edit: the hp natures exist because of how stating Pokémon work. In this game, your base stats determine what order your Pokémons stats must be for the rest of its life. If base hp is 10 and base attack is 9 with an attack boosting nature, your attack can never be higher than your hp, unless your nature also lets you lower your base hp. Also, they added new ones rather than just altered the neutral ones so that 1.) Neutral is still a possibility and 2) it makes rolling natures for wilds super easy with 2d6.
Hidden 11 yrs ago Post by tobiax
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tobiax

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I would enjoy that, house rules making fun more important than numbers, with numbers just being there to help interpret events slightly.
Hmm, okay, I get that for wild rolling, but why not leave the neutrals neutral and add the HP mod ones later? Also... I don't really feel comfortable with that rule, that stats are so strict. I mean... think of Blissey. HP and Special Defense are its biggest stats, but either one can be highest depending on how it's trained. I can see where they were doing with it- trying to maintain the integrity of the Pokemon, but I think if they're close enough, one can overtake the other. Also, with the names, it's just like, a reflexive thing, like I see Serious nature and think "Oh, that one's neutral", but I'd botch my math if it did something different here...
However, I might balance out typing a bit or modify certain Pokemon to make things a bit more workable, as well as mute certain meta-gaming tactics that might arise. I mean, certain types are just shafted by matchups, some of which don't make sense.
And I didn't notice, but is it the case in this where a move has to at least do 1 damage unless it's immune? Or is that removed? Also why do burn and poison lower defense and special defense respectively? Seems a bit... overpowered? Especially with moves like Venoshock which do more when the target is poisoned, being a special attack and all...
Hidden 11 yrs ago Post by ExaltedTransformer
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ExaltedTransformer

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Thats perfectly acceptable. If you want a pokemons stats to be different, youre welcome to do so. Rules in rpgs are just guidelines after all. I suggest you give it a dry run with a combat scene and look at the character sheets and such before deciding on changes. You might change your mind once you have a better handle on the rules. And as far as I know, that rule has been removed. Or if it is there I think its stupid and ignore it. The status effects lower defense and special defense to be more realiatic. If you're burned or poisoned, everything's going to hurt lot more. It helps even out how slow poison and burn effects lower health. Ive never had a player complain, even when they fought against a poison master.
Hidden 11 yrs ago Post by tobiax
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tobiax

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How many points does it say you can invest upon level-up? Or is that something I misread?
I might give a dry run... although some of it's just a logic issue, mainly dealing with weakness beleaguered types, like Ice and such (And what sense does it make that Flying's super effective against grass?)
Which one are you talking about there, the one hit-point thing? Why do you think that's stupid?
I can sort of see with the burn what they're going for, and I guess that's why it lowers attack, but I don't get it with poison. Plus that would make Tentacruel and Muk unfair by comparison, since they both can't be poisoned and have huge special defenses anyway. Heck, I could almost see anything else dropping but the defenses. (Except for with burn, but that sort of matters where the burn is.)
Hidden 11 yrs ago Post by Barca
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Barca

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I'm interested in joining something like this, although i'm not all to familiar with the system.
Hidden 11 yrs ago Post by tobiax
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tobiax

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Hey man, how's it going?
Well, if you don't mind, Exalted Transformer, I think that three or four players would work well, don't you?
Hidden 11 yrs ago Post by ExaltedTransformer
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ExaltedTransformer

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Pokemon get their level plus 10 stat points. They get one more every level they grow and can redistribute when they evolve.

The at least one damage rule was stupid because I could think of many a situation when it wouldn't make any sense. Take for example a Steelix vs. a Pikachu. It can hit with quick attack against it all it wants but I find it much more likely that the Pikachu would break itself way before it did a point of damage to the Steelix.

Now that I think on it, they totally fixed that in this game. So long as you get at least one success above the appropriate Evasion, damage is rolled as per normal.

Edit: yeah for sure!
Hidden 11 yrs ago Post by tobiax
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tobiax

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Ah, right. The formulas.

Well, negligible damage is still damage.

What do you mean exactly?
Hidden 11 yrs ago Post by ExaltedTransformer
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Attacking works as thus:

Attacker rolls a 1d20. Every attack has an accuracy check, or AC. Defender takes attacks AC and their approrpiate Evasion bonus (speed, defense, or special defense) and adds it to the AC. If the d20 roll is higher than that, the attack hits. Damage is calculated by whatever base damage the attack has, which is on a chart in the book. Base damage plus appropriate stat (attack or special attack) is raw damage. Defense or special defense is applied, then super effectiveness or resistances are applied to that resulting number.
Hidden 11 yrs ago Post by tobiax
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tobiax

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Yes... I've read that. Not sure what you're getting at.
I mean, it's more the point that you can't just raise defenses to be invincible. The fact that there's no perfect Pokemon is kind of the point, right? I mean, it's even possible to beat Mewtwo with regular Pokemon. I've done it.
Hidden 11 yrs ago Post by ExaltedTransformer
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ExaltedTransformer

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Yes. You can never have more than a 6 evasion bonus of any kind, and the highest AC I think is 12. No pokemon is immune to damage. Anyway, all I was saying was the minimum 1 damage rule wasn't in the game anymore. Didn't mean anything by it. Anyway, Looking forward to when you have more chance to read up more. Lemme know if you got anymore questions.
Hidden 11 yrs ago Post by tobiax
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tobiax

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AC is accuracy check? But like, if you use Barrier a bunch of times on a high defense Pokemon and are attacked by low damage Pokemon... you know what I mean.
Hidden 11 yrs ago Post by ExaltedTransformer
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ExaltedTransformer

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Im assuming you mean if they raise their defense really high? Cause Barrier doesnt do that in this game, it just makes a barrier that acts like a breakable wall the opponent has to get to. They can also only use that twice in a scene.

The most amount defense can ever be raised is six combat stages, which is 2.5 times higher than their stat. The maximum level for a defensive stat is 30, or more appropriately, the max evasion bonus from any stat is +6, one for every 5 of a defensive stat. If you have a 30 (max) defense and raise it by 6 combat stages, your defense goes up 2.5 times, which is 75 defense, or 15 evasion bonus. That gets added to the AC of the move being used.

There is a rule that is a one damage minimum, but like I said, for myself, I don't use it because I dont like it. If you are in a situation where you'd be reduced to that, it's a lost cause. Dont waste time trying to widdle away an opponent who, at that level, likely has 90 or 100 hp, one at a time while its still beating on you.
Hidden 11 yrs ago Post by tobiax
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tobiax

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Barrier's the first move I could think of that hard-core raised defense. Not sure what you're saying there...

That might be technically how it works, but like... an early game Shuckle would end the game that way.
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