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[Misc] PTE: a new homebrew?; potentially new system
Topic Started: Aug 23 2016, 01:10 PM (2,084 Views)
Raxmo
Pokémon Trainer
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UPDATE! I've been running tests, tweeking and stedily adding things, seeing just how things work out over time. I feel that I need to work on the stamina calculations, and adding capabilities to add strait up stamina instead of removing usses of moves. Also, I've made moves weeker at higher levels, to drag out combat a bit, and lower the numbers needed to handle damage. Also, been running a mystery dungeon campaign, just to see how the system holds up, been interesting so far.
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dyjost
Pokémon Trainer
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i noticed you only thought of respective defense for the stamina total. what if the stamina gauge was one. two gauges one phys one spec. and two. why not make a formulae such as HP + def * lvl or something to configure aprx levels for the move itself, and then, a move subtract a 1/5 of its base damage as stamina loss on use. a pokemon regains stamina at a rate of 1/10 max per round or 1/2 round of complete rest (taking no actions other than guarding)

another thing. for your outspeeding turn idea. take a page from FFT and FFTA where they used an atb bar to calculate how long until their next turn. it measured from 0-100. moving would take between 0-50 depending on how much they could naturally move, and depending on how exerting their attack was, would use the remaining 50, maybe this would use the stamina points lost on an action x 2(or other suitable modifier), subtracted from the remaining turn gauge. more exerting moves require less movement or several turns to charge. then, the pokemon regains atb at a rate of their speed. so, small simple moves allow for quick succession, while large dashes and strenuos moves require some breathing and waiting.
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