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[PTU Blog] Gym Design: Signature Elements
Topic Started: Dec 21 2014, 01:37 PM (3,809 Views)
Domo
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Kawaii Detective
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Boss template is already in 1.04, so consider that a preview. As far as I've heard, 1.05 will mostly add ways to interact with boss template as a mechanic, like features that work on specific ways against bosses.
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castfromhp
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Mawile Ace
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Yup, the "Standard Boss Template" described starting on page 455 is pretty much it. It'll have some adjustments made though, particularly to how to deal with Status Afflictions and maybe Injuries. And other than that, it's just lie Domo said - we're making Features that interact with Bosses and peppering them throughout the Classes. Some of them will just be adding conditional clauses to existing Features to have a bonus effect vs Bosses, and others will be designed to deal with combat situations that we've seen to be common issues with bosses (ex: how devastating it is when a GM has a boss focus fire down single targets with their high offense and action economy).
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Arcran
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Pokemon Apocalypse Survivor
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Does that mean PokeManiac might be a little better? It seems like a feat that could be very useful against Boss 'mon.
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theweirdest1
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Pokémon Trainer
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*checks PDF* Well I'll be a Zubat's eyesight... Glad to see this is becoming an actual rule set rather than just a suggestion for GMs.
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FanaticRat
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These ideas seem really cool, but do you have any suggestions for keeping all of these things straight so you use them efficiently? I know when I design big encounters I often have trouble keeping track of all the stuff, even if it's written down, and often find myself forgetting things that I wanted to use.
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Gear_Skitty
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Just Another Cat In The Machine
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FanaticRat
Dec 23 2014, 09:22 AM
These ideas seem really cool, but do you have any suggestions for keeping all of these things straight so you use them efficiently? I know when I design big encounters I often have trouble keeping track of all the stuff, even if it's written down, and often find myself forgetting things that I wanted to use.


I don't know about others, but when I was planning ahead in my D&D campaign for major fights, I would write out a couple paragraphs about it. Specifically, as if I was a Director sending a scene plan to a Choreographer who would then have to go with their gut on the small minutiae. Things like:

"Don't let the Hyenas charge in until they see -character-, and make sure they're frothing a bit for added fear."

"That archer only has 3 Glue Arrows, and will aim at people as they close in. If it's looking a little onesided against the goblins, he should run into the ruins where he'll die in which ever fork the Party heads down. But if he's raining too much damage on them, he should trip on the pile of gravel he's standing on, giving the party a turn or two of safety."

"Do not forget that the goblin raid leader has a Aura that negates player healing around him, DO NOT LET THE PARTY WASTE A HEALING MOVE, MAKE SURE THEY NOTICE THE AURA."

"The Hyenas can use each other's pack hunting stuff, but no their own!"


Just writing them down, for you to look over before the fight actually starts, is a great boost.
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castfromhp
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Mawile Ace
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Writing out an overview of your Gym Leader's battle strategy can be a good idea if you have the time and you think you can look over that sort of document while you run the battle. Practically speaking though, it'd be easier to make a small checklist (<10 items) of cool tactics and tricks you want to show off in the fight. Check them off or cross them off as you go, and if you're actively looking for and creating opportunities to use them, you'll get through most of them.

Don't worry too much about not using EVERYTHING you create - most GMs will forget something some little detail somewhere when they create a complex encounter, just as players will often forget what tricks they have at their disposal.
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Nacho_Rocket
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Pokémon Trainer
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theweirdest1
Dec 22 2014, 10:44 AM
Also super interested by gyms with alternate win conditions.
I think that alternate win conditions could very much create a memorable scenario.

For example: A fighting type gym could have the gym leader's and players' pokemon compete in destroying huge boulders. Rule restrictions would prevent pokemon from directly attacking each other, but are still able to use moves that reduce combat stages or inflict status ailments.

A normal type gym could be designed with a running track or an obstacle course as its theme, in which the battle occurs while the pokemon are simultaneously participating in a race.
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