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GM Help Needed; Gonna be running a game demo night and I need help with the Characters
Topic Started: May 26 2015, 10:21 PM (766 Views)
himan935
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Heyo! I'm gonna be running PTU at my local comic book store, and they said I should do something called a Demo Night first, pretty much something where I come with premade characters and everything all ready set up, so people can play for a night and see how they like it. Anyway, I plan to take 4 players, so I'm making 6 characters with 2 level stages, I'm finished with all the level 1 characters, but I'm running into some walls with the Level 3 trainers with 2 level 10 pokemon each. I'm not really sure what kinds of pokemon sync well with the different classes, but I did manage to get everyone a starter. Now I'm giving the level 3's the second pokemon, and I'm completely lost as to what to give them in order to keep balance and variety. If any of you could give suggestions, I'd be really grateful!

1st character: An Ace trainer/Bug ace with a Venipede starter
2nd: A Hex Maniac with a Gothita
3rd: A Juggler/Acrobat with a Fletchling
4th: A Guts MA with a Timburr
5th: A Gadgeteer/chemist with a Mareep
6th: A Sage with an Oshawott

Again, any help/suggestions would be very helpful, also any suggestions for skills/edges would help!
Here's the google drive folder with all the sheets so far
https://drive.google.com/folderview?id=0B4UFW2rQejuhSU15eVZNOVJlUzQ&usp=sharing
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DiceyUK
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We can't really help you until you explain your specific problems. What is the most major difficulty you're currently facing?
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Gamesdisk
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I have run these one shot games a few times.
Here are a few tips

1.Have the adventure railroaded as hell. Dont let them go wondering unless the wondering is always going to pull them into the adventure. Im going to the forest, you get attack by team rocket. Im going to go shopping, Attacked by rocket. Im going to the lake, rocket.

2.Dont build the Pcs like real Pc's there is too much there. Pull the flavor of each class give them each two of three mon but forget about doing full sheets. I would also not do cross classes.

This is the people I would do
Ace Trainer with pokemon that are a few levels higher with a note on his sheet saying that. "As a Ace Trainer your pokemon grow in levels quicker

Bug Ace with a bug pikachu. Pikachu is the iconic pokemon and everyone knows he isnt bug. Give him a few bugs moves too

The MA. Just pick a few moves, but him a few levels higher and bump up his HP. It wont be anyfun if he gets K.Oed right at the start

Gadgeteer im not sure what you would want him to play like. But maybe give him a wonder lancher and medical training so he can use healing and Xitems without his mon missing turns. But this would work well with the sage

TLDR: Build them with a core idea but dont worry about building them via the rules. Give them each Three things that is speical to them


3.I would also only use iconic monsters. Anything Ash or his friends have used, The eevees.#

4.Dont give the monsters Abilitys that effect CS. Give them things like pick up and runaway.
Pick up right at the start of the session. 1-5 100poke 6-17 Healing item 18-20 Evostone that no one can use
Run away have somthing that would tie them up so that skill would get used.

5.Put them up vs somthing that isnt a monster. EM used a tank in one of his storys, I have used people made of posion, Wearwolfs and a volcanio.

Hope this helpped

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Elemental Knight
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himan935
May 26 2015, 10:21 PM
Now I'm giving the level 3's the second pokemon, and I'm completely lost as to what to give them in order to keep balance and variety. If any of you could give suggestions, I'd be really grateful!

1st character: An Ace trainer/Bug ace with a Venipede starter
2nd: A Hex Maniac with a Gothita
3rd: A Juggler/Acrobat with a Fletchling
4th: A Guts MA with a Timburr
5th: A Gadgeteer/chemist with a Mareep
6th: A Sage with an Oshawott

Again, any help/suggestions would be very helpful, also any suggestions for skills/edges would help!
Here's the google drive folder with all the sheets so far
https://drive.google.com/folderview?id=0B4UFW2rQejuhSU15eVZNOVJlUzQ&usp=sharing
Hrmmm.

1. Believe it or not, Rattata would fit well here. Build it simply - Attack and Speed, make it a sweeper, or maybe Attack/Defense/Speed to make it a solid physical bruiser - and make sure the Trainer has Brutal Training. Rattata's got Focus Energy by Lv. 10. So: Rattata uses Focus Energy, Trainer uses Brutal Training, and Rattata uses Bite. That'll crit on a 17+ and Flinch on a 14+, on an at-will AC 2 attack. This is a solid, spammable technique that the newbie player should feel smart for "discovering". Now, anyone with early Focus Energy would do well here - Machop comes to mind - but Rattata also lets this player see that any Pokemon can whoop baddies in the tabletop. It also lets anyone 'in the know' on their dank memes to say that their Rattata is, in fact, in the top percentage of Rattata.

2. Hex Maniacs like to throw out status Moves and disable opponents. You want a Pokemon that can capitalize on this! Unfortunately, nobody learns Hex before Lv. 10 naturally, so unless you're including Egg Moves, that's out. (If you are, I recommend Vulpix as a candidate.) However, I might recommend Gastly (for Hypnosis, Mean Look, and Lick) or Litwick (for Fire Spin's solid offense and trapping power). This gives the Hex Maniac a Ghost-type to play around with, and more status moves to throw around. If you'd prefer not to have a Ghost-type this early, though, Ralts is a solid choice by Lv. 10 - Double Team to befuddle enemies, and Teleport to play around with its sheer tabletop powahhhh.

3. Acrobat... You mean Tumbler? Speaking from experience, a Juggler with an Abra is awesome. (Though a lot of that only occurs around Lv. 20 when they get Transporter.) Scyther might be fun but also a little OP at this stage. Voltorb is great for high-speed shenanigans and can help pierce any hides that the Juggler can't.

4. Larvitar might not be a bad choice. It's a rough-n-tuff Pokemon who learns both Leer and Screech, to really soften up a foe. Sandstorm is dangerous, though, especially in a new party that doesn't know when to use it or not. Tyrogue is a classic, too, but has a poor movelist to start out. Croagunk or Scrafty might also work well here, providing some more punk attitude.

5. For a Chemist, something a little more acidic might work well. Koffing, Trubbish, Grimer, and the like! Or, for the Gadgeteer side, Klink is an obvious choice. However, if you don't want to deal with Steel-type at this stage (understandable), Voltorb, Porygon, and Solosis might make thematic sense. Unfortunately, I don't have much of a sense of what the Gadgeteer does, so I can't help out much more here.

6. Sages are kinda the White Mage of the game; Audino might work well here. Helping Hand is a nice all-around boost, Refresh helps take care of status ailments, and an Audino can suck up all the damage you like, pretty much.
Edited by Elemental Knight, May 27 2015, 11:11 AM.
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himan935
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Elemental Knight
May 27 2015, 08:23 AM
Hrmmm.

1. Believe it or not, Rattata would fit well here. Build it simply - Attack and Speed, make it a sweeper, or maybe Attack/Defense/Speed to make it a solid physical bruiser - and make sure the Trainer has Brutal Training. Rattata's got Focus Energy by Lv. 10. So: Rattata uses Focus Energy, Trainer uses Brutal Training, and Rattata uses Bite. That'll crit on a 17+ and Flinch on a 14+, on an at-will AC 2 attack. This is a solid, spammable technique that the newbie player should feel smart for "discovering". Now, anyone with early Focus Energy would do well here - Machop comes to mind - but Rattata also lets this player see that any Pokemon can whoop baddies in the tabletop. It also lets anyone 'in the know' on their dank memes to say that their Rattata is, in fact, in the top percentage of Rattata.

2. Hex Maniacs like to throw out status Moves and disable opponents. You want a Pokemon that can capitalize on this! Unfortunately, nobody learns Hex before Lv. 10 naturally, so unless you're including Egg Moves, that's out. (If you are, I recommend Vulpix as a candidate.) However, I might recommend Gastly (for Hypnosis, Mean Look, and Lick) or Litwick (for Fire Spin's solid offense and trapping power). This gives the Hex Maniac a Ghost-type to play around with, and more status moves to throw around. If you'd prefer not to have a Ghost-type this early, though, Ralts is a solid choice by Lv. 10 - Double Team to befuddle enemies, and Teleport to play around with its sheer tabletop powahhhh.

3. Acrobat... You mean Tumbler? Speaking from experience, a Juggler with an Abra is awesome. (Though a lot of that only occurs around Lv. 20 when they get Transporter.) Scyther might be fun but also a little OP at this stage. Voltorb is great for high-speed shenanigans and can help pierce any hides that the Juggler can't.

4. Larvitar might not be a bad choice. It's a rough-n-tuff Pokemon who learns both Leer and Screech, to really soften up a foe. Sandstorm is dangerous, though, especially in a new party that doesn't know when to use it or not. Tyrogue is a classic, too, but has a poor movelist to start out. Croagunk or Scrafty might also work well here, providing some more punk attitude.

5. For a Chemist, something a little more acidic might work well. Koffing, Trubbish, Grimer, and the like! Or, for the Gadgeteer side, Klink is an obvious choice. However, if you don't want to deal with Steel-type at this stage (understandable), Voltorb, Porygon, and Solosis might make thematic sense. Unfortunately, I don't have much of a sense of what the Gadgeteer does, so I can't help out much more here.

6. Sages are kinda the White Mage of the game; Audino might work well here. Helping Hand is a nice all-around boost, Refresh helps take care of status ailments, and an Audino can suck up all the damage you like, pretty much.

We can't really help you until you explain your specific problems. What is the most major difficulty you're currently facing?
The juggler has capture specialist for the skills and speed, and a high acrobatics level. I'd already finished picking all the feats and everything before I remembered Tumbler was a thing. It's really just there because I liked the idea of using stuff like Quick attack with Quick Switch and Round trip. would giving them a pokemon with Volt Switch/U-Turn be too strong for level 10 pokemon?

The biggest problem I'm facing currently is choosing pokemon that sync well with the classes, while also keeping some variety for the players, it's actually pretty hard so far, but I did end up giving the Bug Ace an Electrike with Charge beam, and his Venipede Bug Bite and a Flying brace. I'm really liking the idea of a Vulpix with Hex for the Hex Maniac, because a ghost type would probably still be pretty OP at this point. I like EK's idea of a voltorb for the Juggler, because IIRC it's one of the fastest nfe pokemon. I'd like to avoid the Larvitar and other Pseudos, and while Croagunk and Scrafty are two of my favorite pokemon, i'd like to keep from having two same-typed pokemon on the same trainer right now. I was thinking maybe a Slowpoke would work well, providing special attack and some different coverage. I think a poison type would work great with the Researcher, so i'll take a look at their stats and definitely use one, or possibly Porygon. For the sage, I think Audino would be great if I were making it at a later level, but it might be a bit too stronk with the defensive boosts and its natural bulk AND being a one stage pokemon. Natu might work well though, but I do have one question. If the sage used Light screen or reflect, and the party activated all it's uses, could the natu use the move again to give more uses of the blessing?
EDIT: Decided that a Purrloin was a good idea for the Hex Maniac, it now has 25 speed at level 10 thanks to a Speed Booster the HM made. TOP CAT
Edited by himan935, May 27 2015, 07:01 PM.
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