Wow, this is incredibly detailed, very keen to try it out!
rpg
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@HeavenlySpoon@ttrpg.network I don't know if you're looking for feedback, but something that seems potentially confusing is the different behaviour of the move die between normal and special moves. If I'm reading it correctly for a normal move your "attack roll" (to fall back to d&d terms) is determined by the Move die and the target to beat is the move's Threshold, but for a special move your "attack roll" is your Special die and the target is the Move die. I'm not sure if using the same terminology to refer to two opposite things is the clearest!
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!
I'm loving it! Even if i don't find someone to play with, I'll read through it all
Looks lovely! I'll have a more detailed look tomorrow, and I may leave my opinions here.
The other big Pokémon TTRPG (Tabletop United, iirc) was a headache to run, hopefully this one is easier on both the master and the players.
Thanks!
I have never actually run a Pokémon TTRPG I didn’t make myself, but having read through a few, I was always struck by how much work they demanded from the GM. Having to basically design each Pokémon the players will face seems like such a daunting task. On top of this, enemy Pokémon usually have to be run the same as those of the players, which again means a lot more work for the GM. I’m a lazy GM at heart, and that just would not be possible for those games.
I tried my best to make things as easy on the GM as I could. With some experience, you should be able to start a battle from scratch in less than a minute, and you don’t have nearly as many decision points as the other players during the battle.