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Awarding downtime XP
Topic Started: Sep 1 2015, 03:53 PM (1,028 Views)
LeadPipe
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Pokémon Trainer
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So I'm having some troubles deciding on how much XP should be awarded to pokemon over how much time they spend of downtime. Downtime, in the current setting I'm running, is not that much of a problem, since I'm taking a very episodic approach to the game (Much like the series) Meaning that there's usually only from 8 hours to a full week of downtime between each session. However, I do now that there should be some XP given to the obvious situation in which the characters and their pokemon train during this downtime (After all, how could they call themselves proffesional trainers if they don't train at least 6 hours a day?)

Does anybody have any tips on assigning Downtime XP for pokemon? Or, even better, a definite amount of XP pokemon should be recieving on average per day?
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Dark Shadow
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Reploid
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Well, there's experience training, which they can do daily. (page 202)

Quote:
 
Sometimes Trainers may wish to train their Pokémon in a safe environment. By spending an hour Training with their Pokemon, Trainers may apply [Training] Features, teach their Pokemon Poke-Edges, trigger Class Features such as Ace Trainer, or even grant bonus Experience based on their Command Rank. A Trainer can train up to 6 Pokémon at a time.
Each day, a Trainer can also apply Experience Training to a number of Pokémon equal to their Command Rank. A Pokémon may have Experience Training applied to them only once per day. Pokémon that have Experience Training applied to them gain Experience equal to half their own Level, plus a bonus based on their Trainer’s Command Rank.
» Pathetic or Untrained: 0 » Novice or Adept: +5 » Expert or Master: +10 » Virtuoso: +15
Edited by Dark Shadow, Sep 1 2015, 04:29 PM.
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LeadPipe
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Oh, hey, I actually couldn't find that anywhere on the book :P Thx
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Nomad
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I don't know how big a deal it is, but over reliance on training for exp can lead to a large pokemon gap due to different command skills, as well as rewarding finding time gaps to train for weeks over adventures that have numerous things happen in a few days.
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Sypher667
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Nomad
Sep 1 2015, 05:58 PM
I don't know how big a deal it is, but over reliance on training for exp can lead to a large pokemon gap due to different command skills, as well as rewarding finding time gaps to train for weeks over adventures that have numerous things happen in a few days.
This is actually exactly the reason Im removing giving XP from training in the next game I run. It made a huge level gap in the last one, and it made a few people feel left behind.
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Truebutler
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Idea from a newguy
you could also make training exp not be affected by command skill


edit: Or you could make training a party thing and go off the person with the highest command
Edited by Truebutler, Sep 2 2015, 09:45 AM.
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Sypher667
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Truebutler
Sep 2 2015, 09:44 AM
edit: Or you could make training a party thing and go off the person with the highest command

Theres an idea. also gives a bit of a "role" in the form of Party Trainer. Certainly an idea worth bouncing around.
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Najundam1
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I added an object that would turn pokemon back to eggs and give the players a mega stone for that pokemon. the pokemon must be in its highest form and at least lvl 20. this helped lower the gap with players
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