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What are your houserules?
Topic Started: May 26 2015, 07:24 AM (6,952 Views)
TM93
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Pokémon Trainer
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There are a lot of home edits/rules I've made, namely to some Moves which just didn't make any sense to me at all, I'll just stick to a few.

One I've used that cuts down heavily on Evasion Abuse in late-game and thus avoiding whiff-fests while also making it more akin to the games, is having a -2 AC rule. Every move has -2 to their AC check. AC 2 and 1 Moves become AC 0, which means if the target has no Evasion or 1 Evasion, the move will always connect. Ember won't miss in a Level 5 fight just because you botched the accuracy roll, and it won't become a Coinflip to hit in late game against something with +8 or more Evasion, which is quite simple to get to. I've felt it helps make things more tactical over luck-based, which is something a lot of players have welcomed.

Brought back Feint as an Edge from 1.04, same ruling. Removing the ability to get Feint made it very hard for a lot of Trainer Combat builds to work in mid to late game where you can see a fair few Protect/Detect/King's Shield/Spiky Shield strategies, as I saw from a few testing experiments. No, not every build uses those, but the entire point of Feint is to quite frankly, not get walled. The primary abusers of these Attacks are just that: Walls. Combat Trainer Builds are meant to rely on their own power and not their Pokemon's, I simply felt removing Feint crippled this concept, if even slightly, so I just brought back the Edge.

For fairness' sake, while it's a minor buff overall with +1 to each Stat, I brought back the Combat Training Edge, but now that it's not a REQUIREMENT for MA, I upped the ante a smidge by making it require Adept Combat over Novice Combat from 1.04.

Before Mega Evolving, a Mega Stone cannot be Tricked, Knocked Off, or otherwise Disarmed from a Pokemon. With the right reading of the Mega Rules it is very possible to Disarm a Mega Stone BEFORE the Pokemon Mega Evolves. This simply rubbed me the wrong way, it doesn't feel right that the Big Bad Mechanic meant to, by lore "Put a Pokemon on the same level as a Pseudo-Legendary if not a Legendary", can be entirely shut down by something moderately fast/with Priority Disarming due to a minor amount of investment.

http://bulbapedia.bulbagarden.net/wiki/Trick_%28move%29

http://bulbapedia.bulbagarden.net/wiki/Knock_Off_(move)

http://bulbapedia.bulbagarden.net/wiki/Switcheroo_%28move%29

Even counting overlap that is a MASSIVE amount of Pokemon, not counting other methods such as having a high Combat rating and making a basic Disarm Action, which adds even more to the list. It's not even necessarily a Suicidemon, as all it needs is one thing, and to do it faster than the Mega. Unless the Mega heavily invests in Speed (and most Pokemon rarely break 40 Speed tops, 30-35 due to BSR is more average just to keep your Evasion at 6). As such, 45 Speed will more than ensure that you can outspeed the Pokemon about to go Mega, and still have a fair bit of Stat Points left to invest in offenses or bulk, thus still making it an effective sweeper/crippler AND still be more than capable of shutting down this strategy. Due to Nature-based BSR fenaggling and Vitamin/Stat Lowering Berry investment it's surprisingly easy to get Speed to be your top Stat, even without Speed Ace in play.

tl;dr I made this rule because I felt it was wrong to be able to shut down something meant to be a PC or NPC's Ace in the Hole, so I put my foot down.

For PbP Games I've awarded a minor amount of Weekly EXP in two of my games (between 10 and 20% of their current Level every week for Pokemon, or 1 or 2 Trainer EXP for Trainers). Not because I want people to just sit around and do nothing, but because I understand I can't always be there to create and finish encounters on even a weekly basis, sometimes casual RP scenes just play out for upwards of a month, and that's fine, however reaching a higher level can be rather sluggish as it is, I'd prefer to keep people advancing slowly but constantly in addition to the encounters I toss in for them. I feel like it's a good, minor incentive to keep people looking at their sheet even when combat isn't happening. We do however rule that the Weekly EXP cannot be applied if you are mid-battle, that would give an unfair advantage to a certain party in certain scenarios.

I'll stop for now, I'm sure I'll get enough hate for this as it is.

Edit: a new idea just came up to try: 1TP per Rank Poke-edge for Mega Stones.

2 Ranks. Rank 1 grants the Pokemon +1D6 when rolling to Resist being Disarmed of it's Species-linked Mega Stone. Requires having gone Mega once. Rank 2 grants full Immunity to having it's Species-linked Mega Stone Disarmed, requires Rank 1 and having gone Mega a total of 3 times. These require a bit of investment to get to, we'll be trying it out to see how balanced it is.
Edited by TM93, May 26 2015, 11:00 PM.
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FanaticRat
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Those TXP sharing and allowing MS classes to take elecon for type sync rules look really interesting, and I will probably implement them in my next game. I'm also doing skill backgrounds for pokemon in one of my games, which I have found fun.

A few I'm considering testing out sometime before deciding to use them:

-Iron Mind gives a bonus to resist telepathy in addition of notifying users when someone is trying to read their thoughts

-Telepathic pokemon can project their thoughts to any trainer or pokemon, regardless of if they're telepathic or not

-Premonition works on any 'disaster', not just natural ones, but the information is still very vague

-Mindlock may be toggled on and off at will

-Mind Reader will no longer give auto success telepathy. Because seriously.

-Normal-type struggle attacks against ghosts do damage as if the ghost resisted it one step and do not trigger secondary effects

-Probably gonna ignore AoOs entirely.

-Maybe remove Arcane Training as a prereq for arcane weapons? I unno.

Of course, I gotta test all this crap before I put it in a game, so that'll take awhile. Ugh, and I still need to actually do the playtest for those weapon pokedges argh...
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Gamesdisk
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Aura Users gain glow when using their skill

Inverted the capture roll and removed the 100 always capture rule and changed it to. On a 100 roll and add again if it is needed.
Edited by Gamesdisk, May 27 2015, 06:13 AM.
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DNA
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Quote:
 
I'll stop for now, I'm sure I'll get enough hate for this as it is.

You kidding? I love you for all that. I should go find one of your games.
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rlrichey
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Rival
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Brownie Points.
At the end of every session, everybody votes on their favorite roleplayers and cool-guy moments (even the GM) and gives them tokens called Brownie Points. They can be spent any time as a free reroll.

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dusk23
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I Have made a few custom classes for players. To answer the evasion problem for each 10 in the atk stat you use subtract that from the AC roll.I have also modified the pickup list for different areas and such.
Edited by dusk23, May 27 2015, 12:36 PM.
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Couch
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The big one is that the party has one collectively owned Pokedex, and TXP is a shared value.

We also switched Experience Training and [Training] features from in-game days to being handled once at the end of each session.
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Tacticool Garlic
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I use the same atk bonus against evasion as dusk23. To clarify the roll cant go lower than its normal AC and the defender can bring in more of its defense into play (30 atk negates 3 of the defender's 7 evade from a stat of 35, however like normal no more than 6 evade can be applied by stats on the defense after the attack negate is applied)

Pokemon can be caught even when fainted, but have a penalty to the capture roll to balance a little and a harsh starting loyalty penalty.

Stone evolutions work more like the trinket evolutions and must be held and bonded with in order for the Pokemon to evolve. In addition stones have varying amounts of levels they must be held continuously for, the most common stones needing to be held for 5 Lvs (rarer decrease this time down to instant evolution upon exposure, however those often can't be moved from where they are found).

Other things I have plans to use, but haven't come up yet are:

Pokemon stop benefiting from the exp training after a certain point (I'm thinking Lv 60 or so). This is because at that point it's basically just a non-stressful work out, and has no real benefit so exp will have to come from battles.

Pokemon are can be very unstable *glares at voltorb*, some more than others. As such, under heavy duress, a pokemon's power can rebound back onto them. When this occurs, the Pokemon gains great power resisting all attacks that they arnt weak to (attacks they are weak to are 1 step more effective), restore HP up to their max amount (even if they have injuries, they convert to temp HP till their total is their max), gain a damage bonus, cannot be recalled to their pokeball, and can't really be controlled at all. This basically translates to an all out rampage. The aftermath of which injures to the point that they will be lucky if they live and even then they'll never be able to battle again. This sort of thing mainly applies to pseudo legendaries and others like them (hence the reason they are so rare, they can't control themselves and die off in the wild because no one is holding them back). Sorry for the rant, more of a fluff/setting thing but is applies sort of.
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Giant2005
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Is anyone else kind of surprised about the Evasion House-Rules?
By default, the most evasive Pokemon/trainer combo possible only has a 55% chance of evading a standard attack. If I were going to house-rule that at all, I'd probably rule it the other way and help Pokemon that focus on Evasion to be more evasive.
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Tacticool Garlic
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Giant2005
May 27 2015, 06:27 PM
Is anyone else kind of surprised about the Evasion House-Rules?
By default, the most evasive Pokemon/trainer combo possible only has a 55% chance of evading a standard attack. If I were going to house-rule that at all, I'd probably rule it the other way and help Pokemon that focus on Evasion to be more evasive.
I think you may have that mixed up a bit.

The most evasion you can apply to any attack is 9 as I recall (6 from stats, 3 from items/features/etc). An attack with AC 2 against a Pokemon with 9 evasion ups the check to an 11. This means you have to at least MATCH an 11 on the roll, so that's 50% chance to hit and 50% to evade.

In any case, most people hate that in the late parts of a game most attacks become coin flips on wether or not they hit, which drags out combat. Raising the evasion rate is the exact opposite of what people want, hence the house rules to make evasion weaker. No one wants to sit around and watch as they lose a match all thanks to what is effectively a coin flip that is the current evasion rules.
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