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[PTU][Misc] Pokemon Mystery Dungeon Sourcebook v1.12; Pre Alpha of a revamped PMD System, now v 1.12
Topic Started: Apr 10 2016, 07:03 AM (6,020 Views)
Flamewolf9
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Pokémon Trainer
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I had put some alternatives in my comment that would help to ensure that there would always be meaningful options.
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FanaticRat
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After some playtesting, I've decided to test the following changes:


  • Combat stages now are an incremental dice increase instead of adding d4s. One stage is 1d4, 2 is 1d6, 3 is 1d8, 4 is 1d10, 5 is 1d12, 6 is 2d8. When rolling damage, add or subtract the combat stage die to your roll. For defense and speed, add or subtract the average of the die, rounded down.
  • Plainly Perfect now reads as: "When this stratagem is bound, whenever you roll damage for a Normal Type move, treat your base ATK or SpATK die as its highest result instead of rolling. This does not affect added rank dice, combat stages, or other additional dice."
  • Last Chance is changed to read as follows: "When the user uses a move matching the Last Chance type, they deal an additional 3 damage. If the user is below 1/3rd hit points, their default ATK and SATK combat stages raise by 1."
  • Type strategist is changed to read as follows: "When the user uses a move matching the Type Strategist type, they gain 3 DR for one round. If they are under 1/3rd of their hp, they also gain 1 DEF and SDEF combat stage for one round"
  • Rain Dance, Hail, Sandstorm, and Sunny Day's effect is decreased from 5 rounds to 3 rounds.
  • Superior Tactic's effect now reads: Effect: You gain one of Ravagers orders, marksman orders, guardian orders, precision orders or tricksters orders, even if you don't qualify. Twice per scene as a standard action, you may target an ally with training features to triple the bonuses of their training features until the end of your next turn."
  • Damage Reduction now has the clause: "Damage Reduction from multiple sources stack, but a user may only benefit from up to 5 DR at any one time."
  • The following refreshments are changed: Enriched water heals 10 hp, Shuckle's Berry Juice and Soda Pop heal 15 HP, Sparkling Lemonade heals 20 HP, and Moo Moo milk heals 30 HP
  • The chef feature Hits the Spot now costs 2 PP to activate and its text is changed to the following: "The target gains a tick of Temporary Hit Points. These Temporary Hit Points stack from any Temporary Hit Points granted by Accentuated Taste, the Food Buff or by the Lunchbox Ability."
  • The Accentuated Taste feature now reads as follows: " Whenever you create a Snack with a Chef Feature, you may assign it a Taste chosen from Salty, Sour, Spicy, Dry, and Sweet. Tasty Snacks must be assigned their corresponding Taste. Whenever a Pokémon trades in a Food Buff from a Snack with an assigned Taste they do not dislike, they gain the appropriate bonus listed below. Accentuated Taste may only be used once per item. When using Accentuated Taste with a Tasty Snack, you may not assign a taste that matches the taste of the Snack (e.g. if you make a salty surprise, you can make it a spicy salty surprise but not a salty salty surprise)."
  • Type Refresh now reads as follows: "Type Refresh - - Scene, Free Action. Trigger: You use a move that matches your Type Ace that either misses all Target or is nullified or negated by the effect of an ability, move, or feature. Effect: The PP for that move and any PP used to modify it are not expended."
  • The Enhancer Feature Move Link now only requires Adept Combat or Pokemon Education
  • The Enhancer Feature Combat Knowledge now requires Expert Combat or Pokemon education and three Enhancer features.
  • Type Basics is removed from the game. Any edge with it as a prerequisite no longer has it as a prerequisite.
  • PP Saver is removed from the game.


I'll write these up in the document later when I have more time.
Edited by FanaticRat, Apr 28 2016, 08:49 AM.
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Matanui3
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It seems odd that most of character creation assumes the tabletop Dex, but stat ranks seem to use the full videogame stat numbers. Is there a reason for that?
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FanaticRat
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Honestly, I'm not entirely sure why I used game numbers. I assumed it would just match up the same anyway and be easy to grok, but given flamewolf's posts I am thinking it would probably make more sense to go off of the pokedex.
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FanaticRat
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A small update: I've done an update of the class list. I've done an attempt at porting Ninja and Oracle, and made some edits to other classes, including buffing some medic and tactician features, changing some type ace features to better fit the system, nerfing Enhancer a bit (or at the very least making +1 to move list harder to get), and other minor changes I can't remember.

The new class doc can be seen here

I'll be getting to the other edits, it's just this month is super busy for me.
Edited by FanaticRat, May 16 2016, 06:01 AM.
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FanaticRat
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A few changes I'm testing out, to damage, defense, hp, and PP. I'll incorporate them into the doc proper when I get some more feedback.

-HP formula changes to (3x Base HP rank + Added HP Rank + level )+30. Or rather, the x1.5 gets removed from formula.
-Defense and Sp.Def calc when determining damage becomes ((base defense rank + added defense rank)x2 + any other applicable modifiers)
-SE damage becomes SE 1 step = apply half relevant defense, 2 steps apply quarter relevant defense, resist 1 step gain 5 DR, resist 2 steps gain 10 DR. DR here doesn't count against the DR limit.
-PP gained per round increased from 1 PP per round to 2 PP per round.

These changes are meant to address some imbalances with the damage calculation. Someone pointed out that there was no reason to invest in defenses as HP gave more return per point and in the damage calc than either defense, so hopefully this will bring them a bit more in line.

There's still some advancement and class changes I wished to do, if I remember what they were.
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FanaticRat
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Another small update:

In addition to an updated playtest document that incorporates the previous changes, I've also updated the classes to hopefully balance them a bit. Changes are as follows

Archivist: Base feature now allows you to use it as an interrupt

Explorer: I've Got Your Back now can trigger off of the user making a skill check or an ally using a skill in which the user has adept rank or higher. The Range is now two meters instead of adjacent. Hopefully this will make it more useful but I have yet to be able to test this and it'll probably change more in the future.

Medic: Preventative Medicine's Inoculation option now specifies when non-hp restoratives trigger. In addition, Pep Up now increases PP regeneration to 3 from 2 and prevents the target from losing PP from enemy moves, abilities, and features.

Mystic: Tune The Rainbow has been changed from a shift action to a free action.

Ninja: Taijutsu's effect with Disarming has been reworded for better clarity. Flash Step now requires PP to activate, has a flat range of 4 meters regardless of the user's overland speed, and does not increase teleporter capabilities of users who would already have it further. Instead, if a user would already have teleporter, they may now exit grapples without needing to roll focus.

Performer: Perhaps the most changed. The base feature now gives two Performances instead of just one, and no longer end if the user is flinched. They do end however if the user is slept. Bewitching Act now imposes a penalty on foes within a burst in addition to its manipulate bonus, and Rally has been changed from simply being within sight to also being within a burst. The Show Must Go On has been removed, and replaced by Improv Acting, which allows the user to maintain two different performances simultaneously.

Warrior: Mon at Arms now gives certain bonuses to equipment made with the feature. These changes are preliminary and will probably get expanded upon later. I'm still trying to figure out a replacement for Equipment Use
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full_turtle_team
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Hi, um, just tried out the source book with a few friends and... well I have a question or two:

Is it normal that Pokemon do only 1 damage to each other most of the time? I'm wondering if thats from the fact that the Pokemon used were not exactly "optimised" or if thats a product of the defending roll needing to be doubled... the end result was that the players felt like the combat was even more grindy and slow than PTU.

I also noticed the DR mechanic stating that pokemon only benefit from 5 DR at any time. So does that mean heavy and light armor needs to be changed as well?

Finally, I noticed some of the moves and abilities mentioned having injuries despite that not being a part of the PMD system. Is this an oversight, or did something get changed?

I hope I'm not missing anything obvious...

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Housecarl of Sahra
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Turtle Team,
You probably shouldn't be seeing one damage attacks very often. But to help out here, let me do some calculations for the current update. I'm just going to use one character fighting a clone of themselves, for now.

Spoiler: click to toggle


Pound - 4 Base power, non STAB
Water Gun - 4 Base power, STAB (+2), +3 from Torrent

A pound from this character should hit for 7-16 damage. They would have to roll on the high end to deal more than one to a clone of themselves, at least a 9 on the 3d4 (average being 7-8).
A water gun should deal between 12-25. Counting resistance, to deal two damage, it would require a roll of at least 7 with a 1d8 and 2d4 (average is 10-11).

But that's a tank attacking a tank.

Okay, maybe we need another character.

Spoiler: click to toggle


Pound - 4 Base power, STAB +2

A pound from this character should deal between 9-28, with an average being 19. On the Popplio, 7 damage on average. 13 against another character with 6 physical defense.
A water gun from the popplio onto this character should average 10 damage.

When I started this post, I only knew that the popplio wouldn't be dealing much damage to a clone, but the numbers feel okay to me (so far). Maybe your group was forgetting to add something? Both sets of attack dice, or the base power of a move? I will admit this is with characters who aren't wearing armor nor have features that grant damage reductions, but they also don't have things to increase damage.

Edit: Things I forgot. Last I saw, light armor gives 5 DR to either physical or special, and heavy gives 5 DR to both.
For injuries, I'm pretty sure they aren't in this system. So, you can probably ignore any "causes an injury/heals an injury." If it's a specific feature that only gives or heals an injury, it probably just needs brought to Fanatic's attention.
Edited by Housecarl of Sahra, Jun 4 2017, 12:23 AM.
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full_turtle_team
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Ohhhh Ok now I know what I did wrong. I was treating the defense stats as rolls too. No wonder the numbers were messed up...

Thank you, Housecarl of Sahra for that.
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