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| What are your houserules? | |
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| Tweet Topic Started: May 26 2015, 07:24 AM (6,949 Views) | |
| FanaticRat | Jun 6 2015, 05:45 PM Post #41 |
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Pokémon Trainer
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If I recall correctly, your players are assumed to be able to release pokemon and draw weapons as part of entering initiative in the first place, but I don't recall if that's spelled out specifically in the book. EDIT: Found it in the rule book, page 227.
Edited by FanaticRat, Jun 6 2015, 06:33 PM.
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| Giant2005 | Jun 6 2015, 06:17 PM Post #42 |
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Pokémon Trainer
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I agree with this. Abstract hitpoints are massively important in PTU, even more-so than other games. The numbers don't really tell a story, you need to make up your own story of what is happening regardless of what the numbers are telling you. In PTU even seemingly insignificant numbers like 2 damage could prove deadly to a Pokemon or Trainer, even if they have hundreds of HP left. The numbers need to be ignored because the story goes much deeper. |
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| EdroGrimshell | Jun 6 2015, 09:21 PM Post #43 |
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Pokémon Trainer
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I'm pretty sure that's already a thing. |
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| KingMarth | Jun 12 2015, 05:28 PM Post #44 |
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Lurker
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Oh, one pretty huge houserule I forgot to mention: We allow the use of AP to boost accuracy checks after the check is rolled and you may spend as many AP as you have on a single check (though you must choose to spend before you have confirmation of hit/miss, so you need to guess how much you need to overcome evasion). Natural 1 rolls still miss. This also applies to skill checks, though the target number on those tends to be far more opaque. This provides an additional buffer against whiffing, one shared by gym leaders and notable trainers though not the hordes of wilds. This basically brings the game back in line with how moves in the pokémon video games are expected to hit, plus it gives something to do with early game AP - kind of a "beginner's luck" effect, as the more advanced characters get the more features will compete with AP usage, reducing this safety margin. Against wilds it allows players to face more enemies, in meaningful fights it cuts down on anticlimaxes on both sides. The default rule where you can spend before the roll is far less interesting to us, as since accuracy is quite high to begin with it will almost always feel like a wasted resource. I know that it's intended to be a last resort use of AP, and making AP far more useful like this indirectly puts pressure on all other effects that cost AP, but this setup just feels better in play. |
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| Doxy | Jun 13 2015, 08:47 AM Post #45 |
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The PTU Guy
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You know, I'll actually consider this for RAW. I think you're right, it feels a lot better and play, and avoids AP being spent this way being a waste. It would also help combat the high evasion some Pokemon get in late game, a little bit. |
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| GrayGriffin | Jun 13 2015, 09:12 AM Post #46 |
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"Ah, you unmasked me. Whatever shall I do."
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I personally think that would make Instinctive Aptitude way too good, myself. |
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| FanaticRat | Jun 13 2015, 09:35 AM Post #47 |
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Pokémon Trainer
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Well, I generally allow people to spend the AP retroactively if it will bring them above the threshold to hit, and if you're not an AP intensive class it might help. That said it does favor offense over defense, and I don't know if I'd allow unlimited AP use on a single check, but it does seem a lot nicer instead of playing a guessing game. |
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| Doxy | Jun 13 2015, 10:07 AM Post #48 |
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The PTU Guy
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Yes, we are in fact aware that if we change a thing, we may also have to change related things. |
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| Yenek | Jun 13 2015, 11:51 AM Post #49 |
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Pokémon Trainer
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I never actually got to GMing, but...
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| FungiFunGuy | Jun 13 2015, 09:54 PM Post #50 |
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Pokémon Trainer
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Honestly, I haven't played a game of PTA or PTU yet. But I was for the longest time working on my own Pokemon Tabletop system until I found this. (Though, I may continue to work on my own system as I don't completely agree with everything I've seen. Oh well.) However, I did notice a lot of people mentioning house rules about evasion, and I also know from personal experience the difference Evasion and Accuracy moves have in game. Going from casual, "Oh, I'll just play the game, beat the Elite Four, do any optional stuff at the end of the game, etc" to competitive Pokemon Online type play where Accuracy and Evasion altering moves are banned, it's a real eye opener. I guess what I'm trying to say is that maybe if I were to run a campaign, or take part in one, I would probably ban (or suggest banning if I'm not the DM/GM) the use of Accuracy/Evasion moves/items in Gym Challenges, Elite Four, Battle Maison, etc. Basically anything that would be "sanctioned" in the Pokemon world, like it is over here. However, they would be free reign in terms of Legendary or Wild Encounters. I understand that this pretty much encourages players to have separate teams for each side of the coin, but it also ensures that at least part of the gameplay isn't dominated by Accuracy nerfs and Evasion buffs. Aside from that there is always Keen Eye Pidgey with Aerial Ace. |
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