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| Alternate Type Ace; Without Type Changes | |
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| Tweet Topic Started: Jul 15 2012, 05:02 PM (1,592 Views) | |
| Darth Meanie | Jul 15 2012, 05:02 PM Post #1 |
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Pokémon Trainer
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I love the concept of the Type Ace thematically, as I think most players do. But I'm frustrated by a class that is both very powerful and has abilities that clash pretty strongly with the rest of the Pokemon Universe, specifically the elemental shifting. Without it though, Type Ace is pretty barren for actual options for players and a very boring additional damage upgrade. So I decided to make an alternate build for the class. Prerequisites: Ace Trainer, 5 of the same type of Pokemon owned in the Pokedex Bonus: + 1 Constitution Base Features Type Training Static Trigger: Your chosen type Pokemon gains experience points. Effect: Each of your chosen typed Pokemon gains +30% the amount of experience they would gain normally. Improved Type Attacks Static Trigger: Your Pokemon’s chosen type damage dealing attack hits. Effect: When adding up damage dealt to the foe, add half of your CON modifier to the total Type Ace Features Dual Mastery Prerequisites: Type Ace, 3 dual-typed Pokemon of your chosen type Static Effect: Your dual-typed Pokemon of your chosen type may add your Improved Type Attacks or Improved Type Attacks+ bonus to attacks of their other type. Soul Resistance Prerequisites: Type Ace Static Effect: Treat one of your active Pokemon as if it is one step more resistant to your chosen type. Treat yourself as if you are resistant to your chosen type. You may change which Pokemon is targeted with Soul Resistance only once per turn. Last Chance! Prerequisites: Type Ace, Pokemon with Last Chance of your chosen type At-Will Trigger: Your Pokemon is reduced to 1/3 hit points or lower, but not to 0% Effect: You may replace one of your Pokemon's abilities with Last Chance of your chosen type. If your Pokemon already has this ability, it can have two of this ability. Improved Type Attacks+ Prerequisites: Type Ace, 16 CON Static Trigger: Your Pokemon’s chosen type damage dealing attack hits. Effect: When adding up damage dealt to the foe, add your CON modifier to the total. This feature replaces Improved Type Attacks. Strategic Targeting Prerequisites: Type Ace, 16 CON Daily - Every 5 levels gained you may perform this feature one more time per day Trigger: Your Pokemon uses a move of your chosen type against a dual-typed Pokemon Effect: You may ignore one of the opponent Pokemon's types Overflowing Elements Prerequisites: Type Ace, 18 CON Daily Trigger: Your Pokemon uses a damaging move of your chosen type with Battle or Center frequency Effect: You may treat the move as if you have not used it for purposes of frequency Type Evasion Prerequisites: Type Ace, 16 CON Static Effect: Attacks that target Pokemon of your chosen type that hit your chosen type and your Pokemon super effectively must roll +2 Accuracy check to hit. Type Retaliation Prerequisites: Type Ace, Type Evasion Daily - Every 10 levels gained you may use this feature another time per day Trigger: Your Pokemon of your chosen type is struck by a move that is super effective against your Pokemon and your chosen type, but not KO'd Effect: Your Pokemon may use an at-will or every other turn damaging move of your chosen type against the Pokemon that attacked them as a free action. With the Elements Prerequisites: Type Ace Daily Trigger: You start an encounter with wild pokemon. Effect: Roll 1d20 and add your CON modifier. If the result is 15 or higher, if the area contains a wild Pokemon of your chosen type, at least one wild Pokemon of that type appears in the current encounter |
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| Thomas Crestwood | Jul 15 2012, 05:39 PM Post #2 |
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Front-lines
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does this include the ability elemental sync? cause thats kind of the highlight of type ace, otherwise the class loses like 98% of it's awesomeness. |
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| Darth Meanie | Jul 15 2012, 11:09 PM Post #3 |
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Pokémon Trainer
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No, that wad the entire point; to make the Type Ace an interesting class without using the flavor clashing and honestly limited sync moves and male Type Aces more diverse and give them more interesting options than just more of their chosen type. |
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| Revolver Oshawott | Jul 16 2012, 04:58 AM Post #4 |
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Pokémon Trainer
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Removing Elemental Sync makes a Fire Ace virtually unplayable in terms of team-balancing, as there simply isn't a large enough variety of Fire/X dual typings. Just throwing that out there. |
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| Captain_Six | Jul 16 2012, 07:10 AM Post #5 |
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Fightsmith
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Well, I might as well go through them one by one. I'm playing a type ace now and going off of memory on which ones are new/not new, so sorry if I mess that up.
Not bad, depending on the amount of dual typed pokemon of that single type there are. It covers the hole removing Move Shift created somewhat.
"One step" is a little vague, I'm not sure if that is the terminology PTA uses. This tiptoes around the "no elemental shift" idea of the thread but otherwise it works. Like mentioned above it favors some types more than others and has some interesting ramifications. Like Normal or Dragon Type Aces
Last Chance is pretty underwhelming, although that's its fault and not this feature's. It might be worth it if it added last chance to a pokemon that doesn't already have it, but replacing the ability is way too much. The saving grace is the ability to suddenly pull out Last Chance the moment it would actually be useful instead of having it acting as a dead weight for most of the fight. That said I wouldn't bother spending a feature on this one while the two above it would go on my consideration list.
This can be a very powerful ability depending on the type, although why the enemy needs to be dual-typed confuses me. Otherwise it looks like another flavor of the "attack ignores resistance" feature that hangs out with the generic feature club. Although flavored this way it has two advantages. 1) you still get the bonuses for using your own type. 2) Against a dual type there is the chance to have the move jump from resistant to normal, or normal to super, instead of just the former. It might need to be held up to other moves to see if it has the right Daily frequency. 10 times at level 50 doesn't sound too bad but other features of similar power aren't that frequent either.
This move is golden. Hampered only by its daily use (maybe once every 15 levels? maybe not) this is a unique, flavorful advantage that really shows a connection to and a bias for an element. Frequency might need another look-at but maybe I only think that because I love it so much.
This is really poorly written and hard to understand. Worse yet it never specifies your own pokemon so its effect would be for everyone on the field. As I think you intend it to work, it's pretty decent.
Ask any optimizer and you'll hear that the fasted way to break a game is the action economy. While I love the idea of a vengeance mechanic this feature is currently broken. This, plus Dual Wield and interrupt attacks, can fire off a lot of moves really quickly. The low-frequency use does reign it in somewhat, as well as getting blasted by your own weakness is hardly a strategy worth betting the farm on. Alongside Overflowing Elements this feature is the strongest you've made. Edited by Captain_Six, Jul 16 2012, 10:56 AM.
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| Darchias | Jul 16 2012, 07:39 AM Post #6 |
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Pokémon Trainer
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This class seems to disregard the fact that there are seventeen different types. The features of this class are much, much more useful to certain types. In the old Type Ace, it had been about an even split between defensive features and offensive features, making at least half of the features useful to any given type. The focus on naturally dual-types Pokemon really hamper certain types, mostly Fire and Normal. Soul Resistance is overpowered for the Dragon and Ghost types. Last Chance is simply not useful as is. Perhaps just giving the ability outright instead of replacing an ability would be more useful. Strategic targeting is really powerful, but without it this new Type Ace is extremely underwhelming. I wouldn't get rid of it for the sole fact it is one of the only reasons to take the class. I like Overwhelming Elements, thought it should be re-worded. It would be better if it simply restored the frequency of a chosen type move rather then prevent the frequency from being depleted in the first place. Type Evasion should probably read, 'Moves that are Super-Effective against your chosen type require +2 Accuracy to hit your Pokemon' Type Retaliation is OP. It does not belong here. Finally, there is only nine features here. The original Type Ace has twelve. You'll need at a minimum three more features to even have this change considered. |
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| Darth Meanie | Jul 16 2012, 10:27 AM Post #7 |
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Pokémon Trainer
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Thanks for the feedback, you've given me some good things to think about. The awkwardness of Type Evasion's wording comes from trying to avoid dual typed Pokemon who are neutral to a type the type ace is weak against to benefit from it. Yeah, I can see how Type Retaliation is a bit overpowered and I'll try to think of ways to get the same flavor concept without breaking the action economy. |
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| Captain_Six | Jul 16 2012, 11:05 AM Post #8 |
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Fightsmith
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Edit: I didn't write a conclusion because the site was lagging when I was typing it up, so I'll add it here. In the end you have a few good ideas here but not enough substance to cover what was taken away. Without shifting (which I personally find better than syncing. If you were to get rid of Syncing alone it would be a completely different story as Shifting covers that 95% of the time easy.). Anyway, without shifting the Type Ace does nothing but demand a dangerous level of specialization to reap the benefits of extra experience or extra damage. Not only that but a lot of the abilities seem focused more on covering the weaknesses that specializing in a single type causes rather than actually getting new toys to play with (overflowing elements being a huge exception). A class focusing on weakening the elemental rock-paper-sissors dynamic of pokemon is far more subversive toward the pokemon games than any type shifting in my opinion. Otherwise you've still got a ways to go to make this a viable class. Like the 3.5 Monk this is basically a class that's meant to compensate for self-imposed handicaps chosen for style points alone. It's not going to be easy. |
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| Darth Meanie | Jul 18 2012, 06:35 AM Post #9 |
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Pokémon Trainer
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So I went and considered some of the criticisms and redesigned some features or added new ones. Anticipation: Prerequisites: Type Ace Static Effect: You can sense if a Pokemon knows any moves that deal super effective damage to your chosen type. Premonition: Prerequisites: Type Ace, Anticipation Daily: Every 5 levels gained, you may use this feature another time per day Trigger: You sense moves using Anticipation Effect: Identify all moves the Pokemon knows that hit your chosen type super effectively Type Efficiency: Prerequisites: Type Ace, 7 Pokemon of your chosen type Static Effect: STAB is considered doubled for your Pokemon using moves of your chosen type Type Mastery: Prerequisites: Type Ace, Type Efficiency Static Effect: All of your Pokemon can add STAB for moves of your chosen type Type Evasion: Prerequisites: Type Ace, 16 CON Static Effect: Your Pokemon of your chosen type get +2 evasion against all damaging moves that are super effective against your chosen type Type Retaliation Prerequisites: Type Ace, Type Evasion, 18 CON Daily: Every 10 levels gained you may use this feature another time per day Trigger: Your Pokemon of your chosen type is targeted by a move that hits your chosen type super effectively Effect: You may use an at-will damaging move of your chosen type as an interrupt targeting the Pokemon that triggered the attack. You can score a critical hit on a 17 or higher. Type Accuracy: Prerequisites: Type Ace Static Effect: damaging moves of your chosen type have +1 accuracy Elemental Fury: Prerequisites: Type Ace, 3 Battle or Center damaging moves of your type known Daily: Every 10 levels gained you may use this feature another time per day Trigger: Your Pokemon uses a battle or center frequency damaging move of your chosen type Effect: Expend the use of a different battle or center frequency damaging move of the same type as well. You score a critical hit on an 11 or higher. Elemental Energy: Prerequisites: Type Ace, 18 CON Daily: Every 10 levels gained you may use this feature another time per day Effect: Choose an expended battle or center frequency move that deals damage of your chosen type. Regain usage of that move. You cannot target the same move on the and Pokemon twice in one day. Last Chance: Prerequisites: Type Ace At-Will Trigger: Your Pokemon reaches 1/3 health or lower Effect: If you choose, you may replace one of your Pokemon's abilities with Last Chance of your chosen type Last Chance+: Prerequisites: Type Ace, Last Chance, 18 CON Static Last Chance triggers at 1/2 health for last chance of your chosen type. You may activate your last chance feature when your Pokemon drops below 1/2 health. |
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| Kaorin Sakura | Jul 18 2012, 06:58 AM Post #10 |
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The Sprite - Envy
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Alright, originally I wasn't going to post here, but this has really gone somewhere! I feel the need to have input! Anticipation and Premonition: My suggestion here is to do away with both features. Make a feature that just grants a daily use of the ability Anticipation that targets only moves that have type advantage against your bound type. I'd make it daily +1 use per 5 levels. Type Effeciency: Isn't this essentially...Last Chance? This hardly seems like it should matter when you have Last Chance as a feature. Type Mastery: This seems like a much more powerful version of Move Sync. It should be toned down severely. Type Evasion: This feels like a weaker version of Superior Typing. It doesn't go over the 10 cap to evasion so it's pretty pointless at higher levels, especially when combined with items like Bright Powder or Lax Incense, or moves that lowers accuracy. Type Retaliation: I'd change the wording here. Change the first sentence in trigger to "Your Pokémon of your bonded type is damaged by a super effective move". Also, remove the critical hit range. That's overpowered by far. Elemental Fury: This is actually not bad, just remove that insane critical hit range. That's way too overpowered. Get rid of it and this is a pretty good feature. Elemental Energy: This seems redundant with Elemental Fury. Only one or the other should exist and Elemental Fury seems way more balanced to be honest. Having them both is overpowered. Last Chance: I'd honestly have the word 'temporarily' added into the effect description and change At-will to Daily +1 per 10 levels. |
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