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Should a pokemon's Stamena be based off of their stats? as in, physical attacks based from defense, special attacks be based from special defnse?
Yes 1 (20%)
no 4 (80%)
Total Votes: 5
[Misc] PTE: a new homebrew?; potentially new system
Topic Started: Aug 23 2016, 01:10 PM (2,083 Views)
Raxmo
Pokémon Trainer
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Alright, so, a few years ago, and a a month ish ago or so, i've been working on a pokemon tabletop of my own, I'm calling it Pokemon Tabletop Evolved (for now, might change, who knows) Anyway, my goal is to have a system that uses computers (spreadsheets) to my advantage, mainly with auto leveling, and stuff of that nature, also, more complicated damage calculations and what have you.

the main goals I'd want is for Humans to be pretty much just like pokemon, in the sense that they would have the same stats, and similar capabilities (I really like that idea from PTU)

The system would be classless, trainers would simply level up skills to advance in capabilities rather than having classes with feats and what have you.

Moves will drain either stamina or HP, and if either one drops to 0, the pokemon faints (or something, still trying to think of how that would work mechanically)

Damage and leveling up will be closer to how it is in the games, Damage however is something that might be a little... interesting to figure out still trying to work out the kinks mechanically. Maybe just have each pokemon sheet have like a damage calculator or something, the only issue is I''d want to have combat nice and streamlined, I'd like it to not be all clunky, I'd have to crunch that out

any ideas? suggestions? people willing to help out with the coading and potentially layouts and such? not sure, I just like the idea of having a spreadsheet be a key component in a tabletop

also, I was thinking that turn order will be more arbitrary, as in, every turn, each pokemon's speed deturmines who goes, instead of order, so, there is a chanse, with a high enough difference in speed, for one pokemon to gomultiple times before the others can even react


V0.1 is found here: PTE Player Character sheet I'm still working on it, updates somewhat regularly posted in this thread And remember, if you wish to mess around with it, make a copy!
Edited by Raxmo, Sep 2 2016, 12:42 PM.
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Doccit
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PPP Developer
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I think the idea of inventing a tabletop game explicitly to be played with computer aids is a fantastic idea. In principle there is no reason that we should have to be limited by the math we can do by hand in order to play a storytelling game. However, I would caution that the most difficult trick to pull off in this project will be making the spreadsheet (or program it it ends up moving in that direction) easy to use. The main reason why designers typically shy away from involved calculations in tabletop games is that having to stop to do a bunch of math can slow down the game a lot.

I think if you can make the spreadsheet simple enough to use that its user does not have to know anything about what calculations the sheet is actually performing in order to operate it properly, you could potentially have an amazing game.
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Raxmo
Pokémon Trainer
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Doccit
Aug 23 2016, 01:28 PM
I think the idea of inventing a tabletop game explicitly to be played with computer aids is a fantastic idea. In principle there is no reason that we should have to be limited by the math we can do by hand in order to play a storytelling game. However, I would caution that the most difficult trick to pull off in this project will be making the spreadsheet (or program it it ends up moving in that direction) easy to use. The main reason why designers typically shy away from involved calculations in tabletop games is that having to stop to do a bunch of math can slow down the game a lot.

I think if you can make the spreadsheet simple enough to use that its user does not have to know anything about what calculations the sheet is actually performing in order to operate it properly, you could potentially have an amazing game.
Thank you! I've actually done a similar thing with a more classic table-top system in the past, and also, I've done this project before, however, that version is sorely outdated, and frankly doesn't even work anymore. I've also made a similar thing with converting skyrim into a table-top setting with Excelle with decent success. The big thing I need to figure out is how to make damage and combat quick and easy like you said, making it so that it doesn't bog down game-play. The hard part is formating and handling all that in an easy way that will require minimal set-up and maintenance during combat. That being said, I'd also want to refrain from putting extra things in the character sheet like enemy stats and what have you.

I'll likely redo the entire sheet I've already created and more or less start fresh, it's pretty much necessary at the moment
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Raxmo
Pokémon Trainer
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ALSO! One thing I'm thinking of is that each pokemon (and trainer in that case >.>) would be able to learn 4 combat moves, 4 status moves, and 4 field moves any ideas on that?
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Raxmo
Pokémon Trainer
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the big question i have is should there be a seperate stamina stat? or should all attacks drain HP, and just give pokemon more HP?
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Raxmo
Pokémon Trainer
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UPDATE: I've been slowly chugging away at this, as soon as I have like a first version ready, I'll draft up some documentation on it and hand it off to you guys.

P.S. I have no idea how to remove the poll, I'll have to figure that out mainly because nobody cares about it apperently
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Raxmo
Pokémon Trainer
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UPDATE: I've automated level-up, stats (with buff/debuff), type, move stats, natures (including favored/disliked flavors), abilities. I've formatted it so the HP color changes (Not happy with the colors that occur, but, eh), I've put in a spot for held items, and a bunch of other things. Working on the skills for pokemon and the battle calculator. Next will be shifting it over to the trainer side of things which will likely just be a pokemon spreadsheet where you can make the species human or something. Next will be setting up inventory, pokedex (Which will likely be a bit more than just a if you've seen it or not, as in it'll have more info like that so you can look all that stuff up if you so wish) then some documentation on how to properly use the spreadsheets, and the rules on battle and DC calculations and what have you
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Raxmo
Pokémon Trainer
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UPDATE: I've made the current sheet live for all to take a gander at. Still need to put in the trainer sheet, and add in items and a few other such stuffs, stay tuned!
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Flamewolf9
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I'll jump in now that there is something concrete to critique.

Moves:
Spoiler: click to toggle


Field Moves
Why? What purpose are they suppose to serve in a tabletop game? I have more to say on this but I'll wait till a response exists.

Big Numbers
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More later after responses and more clarification on the final rules.
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Raxmo
Pokémon Trainer
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Flamewolf9
Sep 2 2016, 01:25 PM
I'll jump in now that there is something concrete to critique.

Moves:
Spoiler: click to toggle


Field Moves
Why? What purpose are they suppose to serve in a tabletop game? I have more to say on this but I'll wait till a response exists.

Big Numbers
Spoiler: click to toggle


More later after responses and more clarification on the final rules.
Very good points, the main focus of this system is to take much of the actual game calculations and simply use those. Partly because I feel it's the most canonical, and a large part because I honestly don't feel like going through every move/pokemon and re-writing the stats and what have you.

On that note, the large numbers occur when dealing with XP given the cubic nature of the level calculation used in game, the large numbers for damage are also an artifact of such calculations, given the fact that I need to separate the attacking pokemon's stats and such from the defending pokemon's stats and such. I could have a space for enemy pokemon, however I feel that would blur the lines between player and GM far too much, and it would give the players far too much information. Another large number artifact from calculations is the stamena. This is because the LCM of all PP values of every move happens to be 4200 which is not something I'm very happy about, but, it will have to do i supose.

The moves are split between status and combat moves because I personally felt that it would be an interesting concept, and field moves are simply moves that can only be used outside of battle. To be honest, originally I wanted to make it viable to use a single pokemon if one wished to, but in hindsight, you do make a keypoint to the fact that having 8 moves available in combat could be overwhelming, and make building a pokemon difficult to the player, and likely put them in a position where they have moves that they don't ever use, due to the fact that they keep it because they can, or more accurately, because they don't have anything to replace it with.

My personal opinion is that I'd like to finish this project how I envisioned it and test it to see if these potential issues are issues at all. HOWEVER! this does not mean that I'm going to blow these key points off entirely, these are things that I'll keep a VERY close eye on during testing to see how the numbers and move pools affect game-play. The main things I'll be looking into is just how viable the stamina system is, just how broken it becomes at higher levels, how giving out XP will affect gameplay, and if the system bogs down the fun.

First I need to finish it up, then I can address these issues directly, and I do very much appreciate your input, these are all very good things to keep in mind and feel free to bring more things up that you deem important
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