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A lot of questions!
Topic Started: Jun 8 2014, 12:21 PM (737 Views)
Kaede11
Unlucky GM
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I've been asking a lot of questions lately and maybe instead of creating a new thread every time, it will be better to just compilate all my questions in this one. I realise a lot of this questions could


1. About flying: Yeah, flying is cool, but - i think - there should be a better explication about how does the "Sky" capabilty work. If a pokemon chooses to fly in battle, things just start to complicate. One of my players wanted his pokemon to fly high enough to avoid being attacked and start using gust against their enemies. To avoid this "Sky" capability exploit, I just entered a rule: When flying distances are calculated as if they were always diagonals. Also I have thought about granting an accuracy bonus to the flying pokemon or a penalty to the grounded one (or a bonus and a penalty), since being in a Higher position makes aiming easier. Maybe reducing accuracy while flying would also be a good idea, just to disencourage its use if it happens to be too powerful. So how do you manage flying in your battles?

2. How to represent "Reflexes": I like creating traps and events which involve characters responding quickly to dangers. For example: "You just activated a trap while pulling this lever guys, a lot of knives suddenly appear coming against you, let's see who has enough reflexes to avoid them in time" What now? Players should roll something like reflexes, but I'm never sure about what could represent them. Maybe acrobatics?

3. About avoiding vigilance cameras in a Team rocket base: In my campaign, the trainers are going to infiltrate a hidden team rocket base soon. There are some cameras around and they'll have to use stealth to avoid being detected. The cameras will have a blind spot every now and then and they'll have to move at that exact moment to avoid disaster. Which roll could be used? Stealth is obvious, but I think there should be another roll to represent the added difficulty of moving at the right time. Maybe focus?

That's all, for now; I had a lot of questions, but I can't remember them all at this moment, so I'll probably post them in this same thread later. I know some of those questions are just "up to the GM" but I would like to know what do other GM's do. Also, have you thought about pinning a "Quick question, quick answer" thread or something like that? To avoid threads being created every time that someone has a simple question.

Have a nice day!
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Trulhammaren
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Pokémon Trainer
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1. We typically just have a ceiling limit if we really need one, plus the whole range of the move itself becomes a factor. IIRC Gust is Ranged 6? so anything with a range 6 or greater move will still be able to hit it. Less than that if you add in the ability for things to jump.

2. I think we typically roll a skill check, and it kinda depends on the trap itself. We also have a couple of homebrew edges that deal specifically with that kind of thing.

3. I could see Perception, Intuition, and Focus all being potentially applicable to the situation.
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castfromhp
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Mawile Ace
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1. I wouldn't do anything to nerf the Sky Capability like that. Let them calculate their movement as normal, but keep in mind that if they want to cover both vertical AND horizontal distance, then sure you would have to apply diagonal movement rules in that instance. In the early game, flying may be an issue, but everyone really should be packing ways to deal with things that can fly after a while, like any sort of ranged attack. Remember Moves like Gust don't have a great range. You're either trying to be 4 meters directly above someone, or you're probably a bit lower to the ground to account for the Move traveling a horizontal distance as well.

Read the second column on page 459 for some ideas you can use to deal with flying Pokémon too.

2. Acrobatics seems most fitting here. If you think there's a chance they could notice something is amiss, allow Perception as well.

3. Just make it a Stealth roll. The act of sneaking around already inherently requires watching your potential observers and moving when they're not looking, so I think it would just be unnecessarily punishing to also require a Focus roll for this.

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Kaede11
Unlucky GM
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1. I did not explain myself correctly, Sky movement works as any other movement. What I intended to say was that when a flying pokemon used a ranged move against a grounded one (or viceversa), that distance was calculated as if it was diagonal.

2 and 3 are fine. I'll just use acrobatics for reflexes and stealth for sneaking. Maybe with a DC 10 or DC 12 for the stealth scenario.
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Kaede11
Unlucky GM
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A new question... and this is one without a clear answer, I think...

One of my players has read the new handbook. He chose the Hobbyist class a long time ago, but now, after reading about other classes, both old and new, he just discovered that Hobbyist is not the class he desires to be. He asked me to just eliminate the Hobbyist class from his character, because he expects to get "rogue - ninja - hunter - Ace trainer". So... what should I do? He is a Hobbyist - ace trainer at this moment.

I could just say "yeah, okay, let's just remove Hobbyist from your player sheet and let's do as if nothing ever happened" but this does seem unfair for the others. Maybe creating some type of quest to get rid of the Hobbyist class... I have no idea right now. What do you think about this?
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castfromhp
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Mawile Ace
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The easiest transition seems to me to be for him to go into Rogue. What Edges and/or Features has this player taken with Hobbyist? You can probably work in an arc where he applies the skills related to those Edges to traditional rogue-ish activities and start to swap them out to Rogue Features raising similar skills or acquiring Edges that help with those activities.

I wouldn't really worry too much about fairness if this guy isn't constantly changing his mind on what kind of character he wants to play in a major way though. If he's swinging between Pokémon support and combat classes, then it's more of a weird thing, but given this is a system that's constantly being worked on and changed, it's natural that someone will want to restat parts of their character as they read new content.
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Trulhammaren
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Pokémon Trainer
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We have run into similar issues throughout a game, and we have found that the easiest way to deal with everything is to allow a free restat (or retraining if you would) to everyone, we typically do this at every new version and whenever major changes in our homebrew stuff pops up. Not everyone /has/ to restat but it is available to them if they need it for whatever reason.
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