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  3. Pocket Monster Adventures — A TTRPG based on the first generation of Pokémon

Pocket Monster Adventures — A TTRPG based on the first generation of Pokémon

Scheduled Pinned Locked Moved rpg
rpg
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  • H heavenlyspoon@ttrpg.network

    Feedback is always welcome!

    The issue is that for out-of-combat actions, the move die has the same function for both types of moves, so giving it a different name could lead to more confusion. Additionally, any number mentioned on the move card always refers to the move die, so having different names might again be more confusing.

    I hope I made it clear that special moves have a very different procedure, and as soon as you realise that, knowing that the “move die” is the die on the move card should hopefully make things fairly clear.

    Part of the impetus behind the combat rules was trying to make a singular “Special” stat not just functional but logical. If it was just going to be SpA/SpD combined, there’d be no reason not to split them. Having the split be damaging moves and effect moves solved that issue nicely, but it did necessitate very different mechanics.

    Thanks for the feedback, though!

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    smeg@feddit.uk
    wrote on last edited by
    #8

    Fair enough, you can tell I hadn’t read that far yet!

    Another bit of feedback: the word “move” is used to mean different things and can be a bit ambiguous. A good example is the paragraph explaining paralysis: “move(s)” is used to mean changing turn order, movement around the grid, and an attack (and I’m still a little confused as to how paralysis works in general!) Might be worth calling “moves” (the attacks that pokémon make) something like “abilities” or “techniques” to make it clearer?

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    • S smeg@feddit.uk

      Fair enough, you can tell I hadn’t read that far yet!

      Another bit of feedback: the word “move” is used to mean different things and can be a bit ambiguous. A good example is the paragraph explaining paralysis: “move(s)” is used to mean changing turn order, movement around the grid, and an attack (and I’m still a little confused as to how paralysis works in general!) Might be worth calling “moves” (the attacks that pokémon make) something like “abilities” or “techniques” to make it clearer?

      H This user is from outside of this forum
      H This user is from outside of this forum
      heavenlyspoon@ttrpg.network
      wrote on last edited by
      #9

      Hmm, techniques might work, but space is often limited and it’s quite a bit longer than “move”. I’m aware of the issue, but didn’t have a clean way of solving it. I couldn’t use “attack” since there’s already an Attack die and abilities are also a thing in Pokémon in general. If it was going to be confusing regardless, I figured I might as well stick with the name used in the games. Basically, move as a noun is an “attack”, move as a verb is movement. I may have to try to fit that clarification in somewhere…

      The thing to keep in mind with Paralysis is that every round starts with determining turn order, any Paralysed Pokémon move to the end of the turn order and then loses Paralysis. The not-being-able-to-move bit is only relevant if the Paralysed Pokémon hasn’t acted yet that round.

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      • H heavenlyspoon@ttrpg.network

        Hmm, techniques might work, but space is often limited and it’s quite a bit longer than “move”. I’m aware of the issue, but didn’t have a clean way of solving it. I couldn’t use “attack” since there’s already an Attack die and abilities are also a thing in Pokémon in general. If it was going to be confusing regardless, I figured I might as well stick with the name used in the games. Basically, move as a noun is an “attack”, move as a verb is movement. I may have to try to fit that clarification in somewhere…

        The thing to keep in mind with Paralysis is that every round starts with determining turn order, any Paralysed Pokémon move to the end of the turn order and then loses Paralysis. The not-being-able-to-move bit is only relevant if the Paralysed Pokémon hasn’t acted yet that round.

        S This user is from outside of this forum
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        smeg@feddit.uk
        wrote on last edited by
        #10

        Hmm, good points. I can think of three possibilities:

        1. Keep it as Move but always capitalise it as you do with Trainer
        2. Change it to ability and just make it clear that it’s unrelated to abilities from later generations
        3. Change it to technique and use an abbreviation like “tech” to keep it short

        BTW I hope this doesn’t come off as negative, I’m really enjoying reading it and I’m keen to try running a campaign!

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        • H heavenlyspoon@ttrpg.network

          Hmm, techniques might work, but space is often limited and it’s quite a bit longer than “move”. I’m aware of the issue, but didn’t have a clean way of solving it. I couldn’t use “attack” since there’s already an Attack die and abilities are also a thing in Pokémon in general. If it was going to be confusing regardless, I figured I might as well stick with the name used in the games. Basically, move as a noun is an “attack”, move as a verb is movement. I may have to try to fit that clarification in somewhere…

          The thing to keep in mind with Paralysis is that every round starts with determining turn order, any Paralysed Pokémon move to the end of the turn order and then loses Paralysis. The not-being-able-to-move bit is only relevant if the Paralysed Pokémon hasn’t acted yet that round.

          S This user is from outside of this forum
          S This user is from outside of this forum
          smeg@feddit.uk
          wrote on last edited by
          #11

          Regarding paralysis it might be worth clarifying that it only affects the following round (in case you get paralysed before you’ve attacked that round)

          H 1 Reply Last reply
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          • S smeg@feddit.uk

            Regarding paralysis it might be worth clarifying that it only affects the following round (in case you get paralysed before you’ve attacked that round)

            H This user is from outside of this forum
            H This user is from outside of this forum
            heavenlyspoon@ttrpg.network
            wrote on last edited by
            #12

            Feedback is always more than welcome!

            I might just change Paralysis at this point, it’s been a bit annoying to track in playtesting and if it’s apparently hard to understand as well it may not be worth it. The general goal of conditions was to have them go away as quickly as possible to keep things simple, which is why Paralysis disappears at the end of the start of turn, but having it just be no-movement for 2 turns is probably the better option. I’ll have to do some playtesting first, though.

            And capitalising Move is probably the easiest option. I’d have to check if that causes anything weird, but probably not.

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            • H heavenlyspoon@ttrpg.network

              Feedback is always more than welcome!

              I might just change Paralysis at this point, it’s been a bit annoying to track in playtesting and if it’s apparently hard to understand as well it may not be worth it. The general goal of conditions was to have them go away as quickly as possible to keep things simple, which is why Paralysis disappears at the end of the start of turn, but having it just be no-movement for 2 turns is probably the better option. I’ll have to do some playtesting first, though.

              And capitalising Move is probably the easiest option. I’d have to check if that causes anything weird, but probably not.

              S This user is from outside of this forum
              S This user is from outside of this forum
              smeg@feddit.uk
              wrote on last edited by
              #13

              Might be better to pick a single thing for paralysis to do if simplicity is the goal. Some ideas:

              1. Miss the next turn - same as the TCG but probably too similar to sleep
              2. No movement for X turns - more of a literal interpretation of paralysis but seems like it might also just be a less strong version of sleep
              3. Chance of failing the next attack - represents the “fully paralysed” effect from the games, a little similar to both confusion and sleep
              4. Act last in the next round - represents the speed-reducing effect from the games, but is a little confusing in practice based on whether the target has already acted in this round or not
              5. Permanent speed reduction (well, as permanent as poison), could be similar to how Agility works - similar to above but maybe a bit simpler?
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              • S smeg@feddit.uk

                Might be better to pick a single thing for paralysis to do if simplicity is the goal. Some ideas:

                1. Miss the next turn - same as the TCG but probably too similar to sleep
                2. No movement for X turns - more of a literal interpretation of paralysis but seems like it might also just be a less strong version of sleep
                3. Chance of failing the next attack - represents the “fully paralysed” effect from the games, a little similar to both confusion and sleep
                4. Act last in the next round - represents the speed-reducing effect from the games, but is a little confusing in practice based on whether the target has already acted in this round or not
                5. Permanent speed reduction (well, as permanent as poison), could be similar to how Agility works - similar to above but maybe a bit simpler?
                H This user is from outside of this forum
                H This user is from outside of this forum
                heavenlyspoon@ttrpg.network
                wrote on last edited by
                #14

                Just replying to let you know that I’ve changed move to Move whenever it’s not referring to movement and that I’ve changed Paralysis to the easier option of not being able to move this round and next round. It definitely plays differently, but it’s quicker and should hopefully be easier to understand!

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                • H heavenlyspoon@ttrpg.network

                  Just replying to let you know that I’ve changed move to Move whenever it’s not referring to movement and that I’ve changed Paralysis to the easier option of not being able to move this round and next round. It definitely plays differently, but it’s quicker and should hopefully be easier to understand!

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                  smeg@feddit.uk
                  wrote on last edited by
                  #15

                  Sounds good! I noticed a couple of little typos when I read through before, want me to make a list of them if they’re still there? Also, very strangely, a few pages had a tiny blob on them which when I zoomed in turned out to be Vileplume’s stat sheet.

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                  • S smeg@feddit.uk

                    Sounds good! I noticed a couple of little typos when I read through before, want me to make a list of them if they’re still there? Also, very strangely, a few pages had a tiny blob on them which when I zoomed in turned out to be Vileplume’s stat sheet.

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                    H This user is from outside of this forum
                    heavenlyspoon@ttrpg.network
                    wrote on last edited by
                    #16

                    Weird! I don’t know how that happened, can you give a page number for where it shows up?

                    And yes, please share any typos you find!

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                    • H heavenlyspoon@ttrpg.network

                      Weird! I don’t know how that happened, can you give a page number for where it shows up?

                      And yes, please share any typos you find!

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                      smeg@feddit.uk
                      wrote on last edited by
                      #17

                      I first noticed it on p182 (Abra), I’ll let you know if I see it anywhere else

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                      • S smeg@feddit.uk

                        I first noticed it on p182 (Abra), I’ll let you know if I see it anywhere else

                        H This user is from outside of this forum
                        H This user is from outside of this forum
                        heavenlyspoon@ttrpg.network
                        wrote on last edited by
                        #18

                        I figured out what happened, apparently the Vileplume sheet snuck onto my Pokémon sheet template. It should be fixed now.

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