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| Would this campaign idea work?; Thinking of running Nuzlocke Sinnoh! | |
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| Tweet Topic Started: Jan 15 2017, 10:25 AM (748 Views) | |
| Goliathus | Jan 15 2017, 05:14 PM Post #11 |
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Pokémon Trainer
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I don't think you need Nuzlocke to provide a challenge in a tabletop game, which is completely different from a video game even though they are both "games". There are all sort of ways to challenge your players here, from puzzle to complicated skill check. If it's the battle portion of the game you want them to be challenged, then just make their opponent tougher and more optimized and "unfairly powered by the GM" and what not. |
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| Xavion | Jan 16 2017, 12:43 PM Post #12 |
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Pokémon Trainer
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For the other half of this, a lot of restrictions in caratlocke could work just fine to make things harder. Preventing the usage of the top tier restoratives or any advanced pokeballs will make things harder, but they're also much less likely to screw things up just because players can't get great balls or full restores, although you'd want to decide that early on, you've got a few things that grant pokeball crafting for instance. For other suggested changes beyond limiting pokeball and restorative availability, limit of three Pokemon per gym is just fine, battles are big, six Pokemon per party member would be excessive. Team battle gyms where you only get to use a couple of your Pokemon should work just fine in PTU. No held items, this is more limiting for some than others, but again, decide at the start, be aware you'll be nerfing some classes, and it should work to make things harder. More bland potentially too, but that's what happens when you limit versatility, although I'd suggest at least leaving specialized items, Farfetch'd can get a special leek item for instance, the fossil items could go either way, but allowing fossil Pokemon to use the special paleontologist item made from their fossil could work. Limiting players to first Pokemon per route, and no hatching, again this nerfs some classes. Capture Specialist for example, and it totally removes the option of fossil Pokemon if you can't hatch eggs, along with weakening some other stuff too. At the same time, the more flexible nature of PTU makes it easier to control which Pokemon you encounter, players can take steps to try and find particular Pokemon or avoid others. Not really sure how this would turn out in practice. "Shiny" Pokemon have much higher rates in PTU, although that can easily be changed by GM fiat, they also cover a much broader range of possibilities. There's a page or two on them in the GM section of the core book iirc, just as a note because of the bonus to catching them. No healing moves in battle, that one I wouldn't really recommend, although someone more experienced should give a proper analysis of how it could play out. Not having multiple Pokemon of the same line, I mean, Species Savant is down the drain, but really this is unlikely to matter too much either way. Limiting items purchased to 5 per store, this doesn't work exactly the same, multiple stores can exist in one city and all, but really, just limiting money should work better here. Limiting money can lead to more interesting and natural issues too, then being able to afford anything but arbitrarily limited to only 5 items. I think that's all of them, probably the biggest thing you want to prevent is grinding however, I mean it works, but it's impossible to grind as in the actual games, running dozens of combats for XP to make sure Pokemon are overleveled and safer to counter paranoia is going to be less fun generally. That's one of the main reasons to be careful with limiting survivability really, it directly leads into the potential issue of being paranoid, and that just won't work as well given the much slower combat and group based environment of the tabletop game. Take all this with a grain of salt mind you, I'm still a beginner myself. |
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5:23 PM Jul 10
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Pokéball created by Sarah & Delirium of the ZNR





![]](http://z4.ifrm.com/static/1/pip_r.png)



5:23 PM Jul 10