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| Pokemon Mystery Dungeon Sourcebook; Ready for Playtesting! | |
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| Tweet Topic Started: Feb 28 2013, 12:23 PM (13,076 Views) | |
| The Black Glove | Mar 2 2013, 08:59 AM Post #11 |
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A Man Of Heart
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I would love all the help I can get. Your features are excellent- Dungeon Sense is now an Explorer Base Feature and Treasure Hunter has been added to the Class Features. These features seem rather similar to each other, the only real (I think) difference is that trap waves is useable out of battle. I would also like to add that avoiding traps is really more like something explorers would do. Let me give you an example- Explorers are more like D&D Rouges in that they excel in handling traps and overcoming obstacles. Adventurers are more similar to Rangers (or PTA's Survivalist) in that they focus on living off the land as they travel, dealing with terrain, weather, and gathering resources. This being said, I have added your feature (abiet modified) to the Explorer class under the name "IT'S A TRAP!" EDIT: Added a couple features to Warrior and Cook. See if you can recognize them.
Edited by The Black Glove, Mar 2 2013, 09:23 AM.
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| DrStraightLord | Mar 3 2013, 07:20 PM Post #12 |
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Pokémon Trainer
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Hm... I have an idea concerning the problem of evolution. Even though the main characters in the PMD series aren't capable of evolving, there's always a plot-based reason for it and other adventuring 'mons seem fine to evolve. However, it would still fit the spirit of the games to encourage players to stay unevolved. So, how about this - we go with the PTU idea of Trainer Experience over just milestones for advancement in the area of Guild Levels, and then speed up advancement in Guild Levels for unevolved Pokemon, as follows: 1st Stage of 3: 8 Guild EXP to level up 1st Stage of 2: 9 Guild EXP to level up 2nd Stage of 3 or Doesn't Evolve: 10 Guild EXP to level up 2nd Stage of 2: 11 Guild EXP to level up 3rd Stage of 3: 12 Guild EXP to level up Particularly Weak Species (Rattata, Zubat, Hoppip, etc): -1 EXP needed Pseudolegends: +1 EXP needed As an added bonus, this doubles as a way to allow more exotic player species while maintaining balance through Guild Levels. |
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| Yenek | Mar 4 2013, 07:35 AM Post #13 |
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Pokémon Trainer
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Should there be a Guild XP cost to evolve? Edit: because switching f. e. Run Away for Intimidate is still a no-brainer, even with 22% more expensive level-ups. Edited by Yenek, Mar 4 2013, 07:50 AM.
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| DrStraightLord | Mar 4 2013, 10:45 AM Post #14 |
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Pokémon Trainer
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Hm... Lemme do the math. Spoiler: click to toggle
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| The Black Glove | Mar 5 2013, 08:00 AM Post #15 |
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A Man Of Heart
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I like it, but I think this is something we're going to need playtesting on. Also worth noting, I've been making some major upgrades to all the classes, including adding more bonuses/maluses and features. |
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| The Black Glove | Apr 1 2013, 11:11 AM Post #16 |
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A Man Of Heart
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Been a while since I last posted, but I promised myself I was not going to start any new projects until this was finished. This being said, only the Explorer and Adventurer class do not have at least 7 skills each. |
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| DrStraightLord | Apr 1 2013, 12:49 PM Post #17 |
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Pokémon Trainer
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Hm... I can help with that. Explorer: Hey, What's That? (Base Feature) Static Effect: You may make a Perception roll to notice hidden doors, items and Pokemon without having to actively search for them. Escape Artist Prerequisite: Novice Acrobatics or Athletics Effect: You learn the move Rapid Spin. You are treated as if you possess the ability Run Away after you use the move Rapid Spin, until the end of your next turn. Misdirection Prerequisite: Art of Stealth Effect: You learn the move Double Team. You may choose to instead make only one copy with Double Team, and become invisible for 5 rounds after using Double Team. Make a Stealth Check after using Double Team in this way; any onlookers must beat this roll with a Perception Check or not realize the copy is fake. Dungeon Senses Prerequisite: Expert Perception Effect: You gain the Darkvision and Tremorsense capabilities, and you gain a +4 bonus on Perception checks made in dungeons. For Adventurer: Terrain Lord Prerequisites: Terrain Mastery Effect: You are treated as if you possess the move Camouflage so long as you are in your favored Terrain (without taking up a moveslot), and you gain the Stealth and Invisibility capabilities so long as you are in your favored terrain. I'll post more as I think of them. |
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| The Black Glove | Apr 1 2013, 06:10 PM Post #18 |
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A Man Of Heart
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Sweet! I added the lot of them to the list and rounded out the classes with a few more features. I think we can safely say we're ready for playtesting! Now to work on an Itemdex... EDIT: Updated the character sheet with some formatting changes and added some important things I had forgotten- EXP and Features! Whoops! EDIT II: Added PP Restoring Items to the Power Points section. This includes the cost and effect. All PP restoring items count as Restorative Items (like Potions) and not Refreshment or Snack Items. EDIT III: Whoops! Added in Guild EXP to the Character Sheet and added Guild EXP requirements to the original post. Edited by The Black Glove, Apr 2 2013, 11:28 AM.
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| Aurion | Apr 5 2013, 11:06 AM Post #19 |
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Pokémon Trainer
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This looks awesome! Do you plan to put it all into a neat PDF when you're done? |
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| The Black Glove | Apr 6 2013, 05:24 AM Post #20 |
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A Man Of Heart
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Perhaps. I might even add pictures. I'd like to at least get one play test done first though. |
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