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| How does experience work?; PTU/A Game of Throhs | |
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| Tweet Topic Started: Jul 7 2015, 05:24 PM (1,002 Views) | |
| Getsuga | Jul 7 2015, 05:24 PM Post #1 |
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Pokémon Trainer
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Hey guys, This is going to be my first time DMing a game and I've been planning months ahead. I have read the original ptu 1.05 and the game of throhs one since my friends want to have elemental powers in this playthrough. The only thing I am confused by is how much experience a pokemon gets when it beats another. For example, my PCs' first fight is going to be individually against lv6 Zubats. How much experience would I give the pokemon that beats it? PS. Does leveling up stats in the same numerical order have any effect on the gameplay? I don't think my group would be appealed by that restriction. Thank you, |
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| kingsin | Jul 7 2015, 05:29 PM Post #2 |
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the sinner of poffins
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to put it simply they get 6 experience per zubat, unless the battle becomes super easy is ridiculously hard than you add a multiplier one that is a integer or .5 per thing. and yes base relationship due have a effect on game play as it make you choose what stats do you value or do you try to go all around good or try to raise it worst stat slowly, it a little bit annoying at first but it becomes second nature after a few games or by using one of the main sources that do it for you. |
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| FanaticRat | Jul 7 2015, 05:40 PM Post #3 |
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Pokémon Trainer
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Page 460 of the Core Rule Book has a good guide to determining how much experience to award for an encounter: basically, you add up the levels of all the pokemon defeated, multiply by a significance modifier, then divide by number of players. Each player gets that much pokemon EXP that they can distribute to their pokemon as they see fit, though you may place limits (for example, you may give, say, 200 pokemon EXP but only allow a given mon to gain 100 exp at most from the pool). Trainer EXP is a bit fuzzier. Also, you can award pokemon exp for resolving non-combat encounters if you so desire, but there's not a good guideline for that. As for the base stat relation, it keeps individual pokemon more in line with their species. There's classes to bypass the restriction, as well as some pokedges however. I haven't played without it, so I can't really comment. |
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| Getsuga | Jul 7 2015, 05:40 PM Post #4 |
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Pokémon Trainer
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Thanks! I guess they aren't going to level up as fast as I thought. That's fine since I have many battles in store for them. I'm using Dan's Template to do all the automatic calculations. Works like a charm! |
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| BatiroAtrain | Jul 7 2015, 08:29 PM Post #5 |
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Pyramid King
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I personally like giving my regular encounters at least a x2 multiplier, or x2.5/x3 if it was a tough encounter. It speeds up progression a bit, which ultimately makes the players feel like they're actually progressing, since it would take forever for your players' Pokemon to level up if they only get decent EXP from Trainer/Gym battles. |
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| FanaticRat | Jul 7 2015, 08:40 PM Post #6 |
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Pokémon Trainer
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Yeah, second what Batiro says. Nothing really kills enthusiasm than feeling like you're not getting anywhere. On that same token, you probably want to award at least a little TEXP each session unless the players literally sat around on their duffs doing nothing all game. |
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| LeadPipe | Jul 7 2015, 10:05 PM Post #7 |
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Pokémon Trainer
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Also, if what the people have told me around the community is right, you may want to avoid giving out XP for capturing pokemon to every single person, because otherwise people who want to capture pokemon will end up overleveling everyone else |
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| CWStra | Jul 7 2015, 11:00 PM Post #8 |
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Pokémon Trainer
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Another solution to the problem LeadPipe's talking about is to have Pokémon capturing Trainer EXP be for all the Pokémon in the party, not just per character. |
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| Getsuga | Jul 8 2015, 07:32 PM Post #9 |
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Pokémon Trainer
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Thanks for all the info guys! I've decided to use x2 exp for all non challenging battles. |
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1:19 AM Jul 11