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| How to deal with experience? | |
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| Tweet Topic Started: Jun 19 2015, 01:22 PM (2,646 Views) | |
| FanaticRat | Jun 20 2015, 08:43 AM Post #11 |
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Pokémon Trainer
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I will chime in that I have also had lots of difficulty keeping the 1:2 trainer level pokemon level ratio. In theory it's easy but in practice it's really easy to veer too far in either direction, especially since pokemon exp guidelines are very easy to calculate but trainer exp guidelines are way more nebulous and wishy-washy. Oftentimes I have had to artificially ramp up exp in either direction to restore the balance. Honestly I think this is just an unfortunate side effect of trainers and pokemon being on completely different experience tracks, but I can't think of anything else that would preserve the difference between pokemon and trainers. One thing I will add, don't be afraid to give pokemon exp for non combat things. If your players gain exp by overcoming encounters without violence then pokemon should too, if only a little bit. It would encourage people to use pokemon for non-combat things, I think . |
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| Goliathus | Jun 20 2015, 03:29 PM Post #12 |
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Pokémon Trainer
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I am not sure if the 1:2 ratio isn meant to be balanced throughout the game, seeing that trainer's leveling speed is the same throughout the whole game while Pokemon leveling very fast in the early game and very slow on the late game. It would seem that Pokemon are going to be higher leveled in the early game while battle trainer will have the level advantage in late game and maybe be a wrecking force by then. |
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| Giant2005 | Jun 20 2015, 08:19 PM Post #13 |
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Pokémon Trainer
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That is a fair point. Although considering fighter type trainers get 2 stat points per level and Pokemon gain 1 per level, I'd expect that the game is supposed to be balanced around a 2:1 level ratio, the game just isn't really set up in a way that makes it easy. |
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| CWStra | Jun 20 2015, 10:32 PM Post #14 |
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Pokémon Trainer
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Well, Pokémon EXP is supposed to be doled out in such a way that they level consistently: a x1 significance modifier encounter should provide enough EXP for a trainer to get one Pokémon up half a level, whatever that level may be. |
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| Couch | Jun 22 2015, 03:37 PM Post #15 |
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Pokémon Trainer
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Being in Marth's group, my recommendation is essentially the same: Trainer XP should always be a shared value among all players, where one party member catching a Pokemon registers it in the Pokedex for all players. That way you still have the fun of being encouraged to catch a large assortment of Pokemon, while making a capture-eager player a boon to the party rather than someone pulling out ahead. It also provides encouragement for players who aren't interested in contests to get involved in helping the Style Expert with their idol career, for ones who aren't interested in challenging the League to help the aspiring Champion prepare, etc. I'm a firm believer that you should avoid splitting the party whenever possible, rewarding players for helping each other achieve their personal goals gives players an incentive to work together instead of each wandering off to do their own thing. For Pokemon EXP, disparity is fine. Levels aren't all that important for Pokemon as long as it's not a huge gap, because there are other things like type matchups, stat distributions and movepools that are more important. That said, every once in a while you might want to do a sanity check and give a player who's dragging behind by a lot some more EXP to catch up. EDIT: Another bit of note, though, you may want to adjust experience drops based on the pace of the campaign. A fast-paced story-driven campaign where the players don't loiter anywhere will probably want to give out higher amounts of experience than a sandbox game or one with lots of encounters. Edited by Couch, Jun 22 2015, 04:25 PM.
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| Torchlyte | Jun 24 2015, 11:13 AM Post #16 |
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Trainer Pokémon
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You could come up with a scheme that awards XP to trainers when their pokemon gain XP. Like... Take the XP gain, multiply by 10, and divide by PkLVL^1.33. For this purpose, you'd use the level of the strongest Pokemon in the party. I eyeballed this formula against Pokemon levels 5-70 and it works out decently well. Alternatively, award trainers XP equal to pokemon XP and have them follow a modified version of the Pokemon XP Chart. Edited by Torchlyte, Jun 24 2015, 01:56 PM.
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1:19 AM Jul 11
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1:19 AM Jul 11