Sunday 19 January 2014

Playtest Additions

Apologies that it's been so long between updates. I'm currently moving house and my family to a whole new town, starting a whole new job - everything's been very hectic and all over the place. Hopefully things will get back to normality later next month.

We're still moving on Pokemon Journeys though. Our next playtest is scheduled for next month, and we'll be including a few additions we made during our first playtest. So far, they include:

- Including Pokemon Loyalty and XP to next level on the Character Sheet;
- All Pokemon regain their base HP stat when making camp, up to a maximum of 50% full hp;
- Experience from battle is granted to the Trainer, to distribute amongst their team as they wish;
- Researcher: Able to identify a Pokemon's Ability and a Stat of their choice.

Right now, my goal is to try and playtest the game as much as possible, with as many different people as possible.

I've also started work on the Rulebook, which will be released online for free when it's done.

Stay tuned!

- Jamie

Tuesday 10 December 2013

Making Camp

We're still tinkering around with a new Contest system, one that involves creating Routines by stringing moves together in an inventive and creative way, but I'll talk more on that when it's been tested.

The other thing we've been focused on at the moment is the Camp phase during overworld movement, and I'll share a few things with you that we've worked out.

I wanted the 'Make Camp' phase to be the equivalent of an 'Upkeep' phase, if you like; a chance for not only the characters to catch a breather, but for the players to stop, chat amongst themselves, and do a few cool and interesting things before refocusing on the next day's travel.

When night falls, the group must make the decision on whether to 'Make Camp', or push on through the night. Pushing on will get them to their destination faster and give them another Travel Card, but there are certain events that can only take place during camp.

For the group as a whole, the following things occur when they decide to Make Camp:
  • The players tend to their injured or fainted Pokemon. All Pokemon that are Injured (half HP or below) or fainted regain HP equal to their Base HP stat, up to a maximum of half their HP.
     
  • Players may trade items and cash amongst each other.
     
  • Players may switch moves in a Pokemon's Move Set.
     
  • Daily Pokemon moves are reset.
In addition, most professions will also have some sort of ability that can only be used when the group has stopped to make camp:
  • The Researcher can dig for fossil fragments;
  • The Groomer can groom one of their Pokemon, potentially raising it's Loyalty;
  • The Breeder can make a batch of food, potentially raising one of the party's Pokemon's Loyalty;
  • The Ranger can scout for Berries;
We're still working on abilities for the Medic and Trainer. The Medic's is looking like either replacing their 'Restore 10HP out of combat' ability with 'Heal one Pokemon to full HP when the group makes camp'. Alternatively, we might change the Medic's 'Cure one status affect on a Pokemon' to a Camp Only ability. The Trainer is going to be a tougher nut to crack, and it could be that given the Trainer's other benefits, they do not have a Camp Only ability.

With these additions, the decision on whether to make camp or not has become a lot more interesting.

As of writing this, I'm currently knocking out the final cards in the Sinnoh pokedex, and Unova is looming close behind it. The home straight isn't far away.

Until next time!

- Jamie

Thursday 5 December 2013

The Road to Victory

Given that we were including different professions in the game, I decided then that I also wanted to have different goals for the players to strive for, beyond just the standard Gym battles and Pokemon League. I want the game to accommodate a range of play styles and interests - battling shouldn't be the only measure of determining how well you've raised your Pokemon.

Currently, we've worked out 4 additional "leagues" that players can opt to partake in; Contests, Competitions, Tournaments and Archeology. Just like collecting badges from Gyms, these other goals are long-term, journey shaping paths that will carry those players around their chosen region on the road to victory.

Let's have an early look at each of these and how they work:

The Pokemon League
The one we all know and love. The road to the Pokemon League is still much like we all remember it: you travel from town to town, collect 8 badges, and that grants you entry to compete in the League. The League itself is a mix of the league from the show and the games, where players compete in a tournament, and the winner gets to challenge the current League Champion for the title.

Contests: The Pokemon Society
I was never a fan of contests in the games; I found them confusing, boring, and a bit of a tacked-on gimmick rather than a full blown path to follow. We're looking at rectifying that in Journeys; streamlining the system, making it fun and strategic, and expanding it into it's own thing, much like the Pokemon League.

One of the ideas we're looking at is placing Contest Halls across the map with Judges that you compete against, much like Gyms and their leaders. Just as Gyms are focused on a certain Type, we're looking at making the Contest Halls focused on either a certain Stat (Attack, Speed, Defence etc.) or a mix of all stats.

You compete against a Judge in a Yahtzee-esque game, based on your Social stat and your Pokemon's Loyalty level, by rolling a number of dice equal to your Social stat, with rerolls equal to your Pokemon's Loyalty. EG: If I'm a breeder with a Social stat of 5, and my chosen Pokemon has a loyalty of 4, that gives me 5d6, with 4 rerolls. For a reroll, you can reroll as many dice as you like (IE: Using the above example, you could reroll all the dice 4 times, not reroll just 4 of the dice). You do this over a number of rounds, adding the Contest's chosen Stat to your score to determine a victor.

We're still tinkering with this, but that's the general idea. We're also talking about using Moves instead of Stats, and having the ability to sacrifice some of your rerolls to force your opponent to reroll their dice instead.

There would be 6 - 8 Contest Halls across a region, where you earn Ribbons upon victory. Collecting all the ribbons gives you access to the Pokemon Society Grand Festival; where you compete against other contestants in a tournament similar to the Pokemon League setup. Any profession can compete in Contests, though we've built it with a focus on Breeders and Groomers.

Competitions: Master Trainer Championship
Competitions are aimed at using a player's pokemon in different and unique ways, such as racing, target shooting, even capturing. Some will focus on a specific stat (like a Pokemon's Speed in a Race), whilst others will focus on a Trainer's abilities (such as capturing the biggest Water Pokemon in a fishing competition). Think of the Pokethlon events in the games and that will give you an idea on what we're looking at with Competitions.

For things that use a Pokemon's stats, such as a race, you simply roll a d20, add your pokemon's associated stat (Speed in this instance), and the order of the scores determines the placing of the Pokemon. You are then able to affect those directly in front or behind you, by dealing damage and having the damage total come off their score, potentially dropping them back a place or two. We tried this in our play test, and what resulted was a fun, frantic game of alliance making and breaking as everyone scrambled for the lead spot. It's definitely a system we want to include in the final product.

Again, we're looking at about 6-8 Competitions across a region. Competitions award Patches for a placing, and you'll need to gain a place in each one to gain access to the Master Trainer Championship; a series of competitions that will play out much like the Pokethlon to determine a champion. We've made it so that any player can compete in Competitions, regardless of profession.

Tournaments: Element Cup
Taking the path to the Element Cup involves competing in a series of type-based tournaments, and trying to gain a placing. These tournaments involve entering a single Pokemon of the Tournament type (grass, fire etc.)
in a series of one-on-one battles to gain a place.

We think about 6 tournaments is a good number for a region, and earning a place gives you Medals. Collect a medal from each tournament and you can compete in the Element Cup, a series of type-based battles played out in rounds where the victor is awarded the cup itself. Any profession can compete in the Element Cup, though Trainers and Rangers would be ideal candidates.

Archeology: The Fossil Trail
Rather unique from the other paths, following the Fossil Trail does not result in a grand competition and trophies, but instead in awarding the player with a new Pokemon.

Specific to Researchers, this profession will have the ability to 'Dig for fragments' whenever the group makes camp, using their 'Luck' or 'Knowledge' stat added to a d20 roll. Scoring above a certain modifier set by the GM (around 20 most likely) means the Researcher has discovered a fossil fragment. They make another roll to determine the fragment's frailty, and then put it away in their backpack until they reach a town with a Laboratory.

In the lab, the Researcher then uses their Pokemon to begin cleaning the fragment. Fragments will be caked with rock and stone, and will have a certain amount of HP depending on the frailty roll when it was found. The Researcher uses their Pokemon's moves to whittle away this rock, uncovering as much of the fragment as they can without breaking it. Do too much damage and reduce the HP to 0, and the fragment breaks.

When they are ready, they can then make a Knowledge check to ID the fragment. The more rock they've managed to chip away, the bigger the bonus (or smaller the negative) to their Knowledge check - much like how the system for capturing Wild Pokemon works.

Successfully identifying the fragment will let the Researcher know what fossil it belongs to, determined by a random ID roll. Collect 4 fragments from the same fossil, and the Researcher can then resurrect it to give them their reward; a new Pokemon for their team. Successfully resurrect a certain number of fossils, and the Researcher will be granted a Master's Certificate, officially granting them the title of 'Professor'. 

Failing to ID a fragment means the fragment becomes unidentified. Unidentified fragments can be traded at a Lab for a fresh fragment (probably at a ratio of 3 to 1), and the Researcher can try again, until they're all out and need to go and dig some more.

It's a fun system with a real appeal for collect-aholics, and gives Researchers their own "league" to compete in and be challenged by.

These systems are all still under development, so things may change before we're done, but the foundations are there. I think they go a long way to making the world of Pokemon Journeys much more customizable and appealing to a wide range of players, and gives GM's the tools to shape and personalize their own regions much more finely.

Until next time!

- Jamie

Tuesday 3 December 2013

Play Test: Player's Perspective

Chris was one of our playtesters, so I thought I'd get him to share his thoughts on what he thought of the game. 

Hello fellow Pokefans, my name’s Chris, and like a certain Dickensian orphan of some renown; after a 12 hour playtest of Pokémon Journeys on Saturday, I find myself wanting more! You may have read about the brief playtest that my wife, Louise and I tried a week ago when we were visiting Jamie and his family; compared to that attempt, this was smoother and more exciting, which says a lot since it worked so well that weekend. 

For this playtest, we also had two friends from our D&D group, Otis and Dave, and my twelve year-old brother, Liam, who joined us just outside the second town of our test map. We started our ‘test-journey’ by creating our player characters, distributing 12 points over our four traits and then choosing a Profession that would guide our career in the world of Pokémon. I chose to be a Researcher which gave me an extra point to my Knowledge trait and two abilities that I could use once each day; which at the time were to identify a Pokémon’s level and identify its lowest Stat. Dave and Otis both chose to be Trainers which gave them a 10% boost to experience gained, a +1 to their capture rating (so it’s easier to catch Pokémon), and an extra move for each Pokémon they have (where my Pokémon can learn eight moves, theirs can learn nine but they can still only choose four moves for their ‘move set’). 

Once our player characters were sorted, we moved on to the most anticipated part of any Pokémon game: receiving our starter Pokémon! Excitement filled the air as we rolled our dice to see what cute critter we would each get; I missed out on a Charmander this time, instead getting Squirtle, a starter that I had never picked when playing the handheld games but was familiar with through my experience at battling it over the years. Otis received a Charmander, Dave got a Bulbasaur and then we each filled out our Pokémon’s character sheet with their base stats, level and experience, natures, known moves and lastly by rolling a d6 we found out if we had males or females. 

I chose to make my Squirtle a bit of a tank so that he could take a hit and stay standing but the beauty of Journey’s levelling system is that you can choose to make a fast Pokémon so that you usually move first or even a really attack-focused one so that you can end a battle before taking too many hits; it’s up to you rather than the unseen mechanics of the game.

The game worked so smoothly for what was effectively a second and more thorough playtest; we worked out some new ideas about player abilities, Pokémon attacks and damage, long-term player goals and small balancing tweaks but nothing caused us to have to stop or re-build the mechanics. Dynamic was my catchword for the evening, the game allowed us to use mechanics and tools that we were familiar with but in a way that was new and fun; the ability to shape how your Pokémon grow, the way that Loyalty and Natures combine to make you think and pay attention to how you train your companions, and the diverse ways that you interact with the world and work together to overcome challenges separates this from other mediums and means that no two adventures in this game will be the same. 

We all had so much fun and time really flew by as morning turned to afternoon, afternoon to evening and evening back to morning; we all agreed that we wanted to keep going, keep battling, keep catching and training, and most of all, keep Journeying with our Pokémon.

-Chris

Sunday 1 December 2013

Play Test Overview

There were three things that really stood out for me as I was packing up after our very first  play test:

1) How much music really adds to the experience;
2) How critical the Pokemon cards are to the experience, and most importantly;
3) That we are really on to something special here.

Read on for a complete overview of what our incredible first major play test for Pokemon Journeys entailed.

The Board
I decided fairly late that instead of simply asking the players to test the systems one by one, that I'd actually put together a small part of a region, a story, and play the game as I imagined the final product being played. With that in mind, I drew out a simple test region as my players arrived, with three towns (Beta Town, Testville and Ending City) on a gridded D&D battlemat.


You can see now how I imagine the board to look - like a zoomed out overworld view of the region, with a path leading from one place to the next. I imagine that if you zoomed in on each square of the road, it would look a lot like the routes from the video games.

Our test game would include 3 Story Points (marked on the board with asterisks that are a bit hard to see in the photo); a community garden north of Beta Town, the Testville Pokemon Centre, and some flags in a field north of Testville.

The Setup
Testing the game would be my friends Chris, Louise, Dave, Otis and Chris' 12yr old brother Liam. I was glad for the age difference, as one of the things I wanted to know was if this would be enjoyable by young and old at the same table. Dave, Otis and Chris would start the game off in Beta Town; Liam would join in later en-route to Testville, with Louise teaming up with the party in Testville for the trip north to Ending City. 

First up, we made some characters. Dave, Otis and Liam opted for the Trainer profession, Chris went with Researcher, and Louise tried out a Medic. The players each copied down the benefits of their class onto their character sheets, and had 12 points to spend in the four traits (Physical, Knowledge, Social, Luck). They each received $300 and 2 Pokeballs to start their adventure.

Next up, they randomly chose their starting Pokemon from a pool of 6. Chris got Squirtle, Louise chose Chikorita, Dave landed Bulbasaur, Otis got Charmander, and Liam picked Totodile. They copied their stats and moves down onto their character sheets, and levelled their starters up to lvl 5.

Character creation went very quickly and smoothly, and while they were busy doing that, I built a Travel Deck and got to shuffling. After that, we were ready to get started.

The Story
We ran with the story that Chris, Dave and Otis were friends living in Beta Town, who were preparing to make the journey north to Ending City, where the Little League tournament was going to be taking place. They received their starters from the local Professor (who Chris named Professor Rubbertree), and were sent on their merry way, with the Professor telling the boys that if they were heading north, the Beta Town Community Garden was a place worth stopping and checking out. And with that, they set off.

The Game
The group (using a d6 as a marker) set off with plans to stop in at the community garden and see what it was all about. Rounds were completed by first moving the Day/Night marker one space (or in the case of the first turn, setting it to morning), moving the group counter 1 square, drawing a Travel card (with the players taking it in turns to do so each round), and either resolving it themselves, or passing it to another player in the group to resolve. Once it was resolved, the card was discarded, and a new Round began.

Rain set in early in the game (much to the joy of Chris' Squirtle), and would soak the players for much of the journey. Dave encountered the group's first wild Pokemon, a Weedle, which he managed to battle and successfully capture* after dropping it to its wounded state (25% HP).

*Each Pokemon in the game has a Capture Rate (CR), between 1 and 10. Capturing a Pokemon involves rolling below their CR on a d10 roll. As the Pokemon take damage, their CR is increased, making it easier for capture. Injured Pokemon (half hp) gain a +2, and Wounded Pokemon (25% hp) gain a +4 to their CR, whilst Pokemon on Full hp have -2, making capture harder.

A team battle against a pair of trainers provided plenty of excitement, before Chris' Squirtle got thrashed* by a wild Ekans. Soon after, Dave managed to draw another Wild encounter and also rolled Ekans, and so we decided to make it the same one that just trounced Squirtle, as a bit of story flavour. This time, Dave succeeded in capturing it, taking his party total to 3.

*When a Pokemon faints, it can't be used for the rest of the day until camp is made. When the group makes camp for the night, all Pokemon regain their Base HP stat in hit points, up to a maximum of half their total HP. We figured that during camp, players with fainted or injured Pokemon would care and tend to them. This mechanic also prevents a player not being able to participate until the next Pokemon Centre, which could be some distance away. Note that Pokemon can only gain a maximum of HALF their total HP by resting; players still need to visit a Pokemon Centre or use a Potion to get them back to full health. 

The players then reached the community garden, where the first Story Point (entitled 'The Pidgey Brigade') kicked off. During a Story Point, the group shifts from boardgame mode to role-play mode, and the Story Point plays out much like a small traditional D&D adventure.

At the community garden, the players meet a woman named Mara, who tells them that the garden is used to grow berries for the surrounding towns. However, she says that flocks of Spearow have been a big problem in eating the young berries, and to combat this, the gardeners have all trained Pidgey to help keep the Spearow away. Due to the rainy weekend though, she is the only one who came out today to tend to the garden.

Of course, the garden is soon assaulted by a group of Spearow, led by an alpha male, and Mara pleads with the players to help her protect the berries. This kicks off a 4 vs 4 battle against the flock of Spearow, with Mara lending her Pidgey for aid. After a tough fight, the players managed to defeat all but the alpha male, whom Otis successfully captures. However, the Spearow resents* him, and so he will have to work to win it's loyalty.

*When players capture a new Pokemon, they roll a d6 to determine it's Loyalty Level. On a 3+, the Pokemon is neutral and will listen to the player. Otis rolled a 1, 'resentful', meaning it would only obey him on a d6 roll of 5 or 6 during battle. Otis would have work at it to win Spearow's trust. This is a place where Natures can also be used as role-play and personality devices, instead of merely stat-changers. Otis' Spearow had a Brave nature, meaning pitting it against tough foes in battle would probably increase it's respect for him, and help raise it's loyalty. 

Liam and his Totodile then join the group, and they continue on towards Testville. After a couple of Trainer battles, Liam draws a Rare Wild Pokemon card, and faces off against a Cubone, which he manages to capture.

Arriving in Testville kicks off the next Story Point (titled "The Flames of Flareon"), with the players pushing through the night to find that the Testville Pokemon Centre is on fire, the rain doing little to hinder the blaze (yes, it was STILL raining). They rush to aid a Nurse Joy, who is begging the gathering crowd for anyone who can help. With her is a young boy, who is sobbing and calling out for his Eevee. Chris finds out that the boy's Eevee grew too powerful and refused to listen to him, and so he thought making it evolve with a Fire Stone would make it happy. Instead, the now Flareon went into a rage, engulfing the Pokemon Centre in a blaze that nobody can get near.



The players spring into action, with Squirtle and Totodile clearing the flames from the door so that Chris and Liam can get inside. There, standing on the counter amongst the blaze, they find the powerful Flareon, and a relay battle* ensues as they try to subdue it. Despite their type advantage, Flareon proves too powerful and shrugs off their water attacks, and before long Totodile goes down hard. Otis' Charmander takes it's place, and the Flareon focuses on what it believes to be a finally worthy, fire-type opponent. Charmander deals some good damage with Squirtle's support, but it's not long until Charmander is smashed through the front wall, straight into Otis.

*A Relay Battle is when the players team up against a much tougher opponent, in a sort of 'boss fight', in a 2 vs 1 or 3 vs 1 scenario. When a teammate is defeated, another player can jump in and take their place.

Staring defeat in the face, Chris decides to try his Luck**, and has Squirtle's Tackle smash down one of the roof supports to cave the roof in and let the rain through, giving Squirtle back his ability to reroll damage rolls due to the Rainy Weather card in play. This also allows Dave to send Bulbasaur into the rainy space, and together they finally manage to bring the raging Flareon (and most of the Pokemon Centre) down.

**Chris wasn't receiving the Rainy Weather benefit in the burning building, and so asked to "Try his Luck" by having Squirtle destroy a roof support to create an opening for the rain. He did this by rolling a d20 and adding his Luck trait, against a check I as the GM determined. He passed the check with flying colours, and did a grand job of testing the Luck trait out to boot in the highlight of the game for me.

The next day, a makeshift Pokemon Centre tent is setup for the town, and it's here that the party meets Louise's medic, who is on her way north to Ending City to provide aid for the Tournament, and agrees to accompany them.

Not far out of town, the group draws a 3 vs 3 Team Battle against a group of cheerleaders also heading north for the Tournament. This gives the group their first solid defeat, and they go down to the cheerleader's Pidgey, Grimer and Growlithe. They make the decision to head the day's travel back to Testville to heal up their Pokemon instead of pushing on, and try again.

They fair better this time, with Louise encountering a wild Paras, which she manages to capture, and Liam encountering a wild Grimer, which he chooses to pass on to Chris (who still hasn't managed to catch a Pokemon*). After a solid battle, Grimer joins Chris' party.

*It is for this reason that the ability to resolve a card or pass it to another player was included.

The weather finally clears up and Sunny Weather prevails as the group reach the last Story Point (titled "In It To Win It"). Here, they find a group of trainers crowded around a brother and sister, who are about to race their Pokemon. The players decide to join the race, in a fast and furious battle royale as the Pokemon rush and bump each other around. Eventually, Otis' Charmander wins the day, along with the $500 prize pool.



After Dave rolls some horrible capture rolls to try and catch a wild Mankey that appeared, failing twice in a row with two 10's, the group arrive at Ending City. Here, they face off against each other in the Tournament in two pairs, with the two winners battling for the grand prize. Battles against other players worked incredibly smoothly, and were a ton of fun, a real highlight of the day, with Dave's Ekans and Bulbasaur taking out first place.

The Verdict

What started out as an innocent play test on a hastily made-up region map, something I thought would take a couple of hours at the most riddled with bugs and rule changing, turned into a thoroughly enjoyable, all-day and into the night campaign filled with great moments, lots of laughs and an incredible amount of fun. The players picked up the system extremely quickly, and I was ecstatic with how rock-solid the whole game was from start to finish. There wasn't a single case of a rule not working, or a system not turning out. The battle system was clean, simple and worked like a well oiled machine, and the travel system kept the players hooked for that next card for hours and hours.

I was also wrapped to see that the game suited all age groups without any issue - Liam fit in and had just as much fun as the older players - a big positive when it comes to any kind of boardgame or tabletop game.

As for my three standouts from the start of this post?

1) Music: Chris had the Pokemon battle music on his phone, and you would not believe how much this added to the experience. This, coupled with Braxton Burks' amazing Kanto Symphony playing in the background, took an already great game and turned it up to 11. Do yourself a favour and find some looped battle music, trust me.

2) Cards: One of the big themes of the game for me has always been 'forging a bond', taking Pokemon you might not normally use and forging a bond with it over the course of your journey. The extent to which this happened even just during the play test was amazing, to the point where the players were actually sad they had to hand them back at the end of the game. Over our game, these Pokemon had become their friends and companions. A big part of this was due to the cards we used (and which will be available with the final product). Having a visual representation of your Pokemon right there in front of you, that you can see and hold, made your connection to it so much stronger than it would be if it were simply stats on a character sheet. The game can certainly be played without them, but if you really want that emotional connection, the cards helped in a big way.

3) Something special: This might sound like me blowing my own horn, but the proof is in the pudding. 12 hours. I knew the game had been a success when we finally reached the end of our test, almost 12 hours later, and the players were ready to just keep on going. 12 hours and they still didn't want to stop. I was gobsmacked, thrilled, and humbled, all at once. Watching something you've created be so so so well received was truly inspiring and encouraging. I am completely overjoyed.

Don't just take it from me, though. In the next post, I'll get some of the players to share their thoughts of the test, the game, the systems and how it all came together.

Until then!

- Jamie

Thursday 28 November 2013

Latest Updates

After our first mini playtest last weekend, there's been a slew of recent updates to the game's mechanics and formula, and I feel like what we have at the moment is pretty solid. Here's a quick rundown of what's changed:

  • Pokemon HP is determined by multiplying the HP stat by 3.
  • The Luck trait has been officially included into the trainer stats, giving a total of 4 traits. Luck is used when initiating a battle with another trainer, to determine who sends out first by rolling a d20 and adding the Luck stat. On a tie, both trainers send out at the same time.
  • Once per battle, players can also 'Try Their Luck' by attempting to use their Pokemon moves in an unconventional way to alter the battle conditions (EG: Using Ice Beam to freeze a pond an enemy Pokemon is swimming in). This is determined by a d20 + Luck roll, against a target the GM sets, and the outcome is determined by the GM (EG: The Pokemon in the Pond's Speed is reduced to 1, and the pond is now a solid surface). Trying your Luck cannot be used to damage the enemy in any way.
  • When rolling to hit with a move, you must now roll beneath the move's Accuracy/10 (rounded up) on a d10. EG: Accuracy of 80 needs a roll of 8 or less on a d10 to hit.
  • Move damage is now calculated by taking the move's Power Rating and applying it to a dice equivalent using a prepared chart, which you can see here.
  • Pokemon now apply Def/SpDef before weakness/resistances. 
  • The evasion system (where a Pokemon was harder to hit based on their Speed) has been removed, to make it more in-line with the video game. Move accuracy is now only affected by other in-battle moves, like Sand Attack and Double Team.
  • Pokemon have a total move pool of 8 moves, with only 4 being able to be used at any time. These 4 are called a Move Set, and can be changed for different situations. Pokemon must start forgetting moves as normal when they get above 8.
  • More things can be done while the players make camp. As well as resetting character abilities, players can also only trade items with each other when making camp, and Move Sets can only be altered during this time (or when in Town).
  • Move frequency will be based on a D&D-esque "At Will", "Encounter" and "Daily" system, rather than using PP. Depending on a move's video game PP value, it will be categorized into one of these frequencies. The frequencies themselves will also be renamed.
  • The wager system has been reworked slightly. Originally, before battle, the player had to make a wager. If they win, they gain that amount of money, but if they lose, they lose it. The new system is that players can now choose to make a wager or not, and winning now grants the player double the wager (losing still causes them to lose the wagered amount).
  • When drawing from the Travel Deck, players in the group take it in turns to draw, and the drawn card is for that player.
  • When drawing a card from the Travel Deck, a player can choose to resolve it themselves, or pass it to another member of the group instead for them to resolve.
  • Three new cards have been made for the Travel Deck. The Bicycle allows the group to move 2 squares each turn, but must be discarded if the Bad Weather card is drawn. The Town Map allows a player to search the Travel Deck and choose what they'd like to occur. Lastly, the Nurse Joy card allows one player to heal all of their Pokemon as though they were at a Pokemon Centre. 
That's about all for this week. Our first major play test of the game is tomorrow, so be sure to check back next week for all the details on how it went, and I'll try and get a few photos as well.

Until then,

- Jamie

Monday 25 November 2013

Move Damage & Accuracy Chart

Pokemon Tabletop Adventures does some things right, whilst others are a bit of a mess. Move damage is one of these issues that I wanted to try and streamline.

Transferring all the Pokemon moves into a dice-based tabletop system is a herculean task; something PTA has actually managed to accomplish, much to the designer's credit. The problem is that there isn't a whole lot of consistency - moves that don't seem to deal a lot of damage in game now deal massive damage, and moves with the same Power rating in the games have different dice rolls to determine damage in PTA.

I knew streamlining and organising this system was going to be a huge ask. Instead of trying to fix what had been done, I instead resolved to start again from scratch.

What I wanted to do was try and figure out a way to convert the Power ratings of in-game moves into a dice-based system. This way, instead of trying to stat dice rolls for every single move, I could simply figure out a conversion chart that would be easy to use based on the move's Power rating.

I'll admit, it took quite a few days of head scratching to figure it out, before the final, and surprisingly simple, solution dawned on me yesterday.

I didn't need to try and figure out dice rolls for Power ratings from 10 to 250. I only needed to figure it out for 10 - 100, and then add them together for moves higher than that. I jotted down all the dice in a standard rpg set, and next to them put down their lowest and highest values to give me my damage ratios. Then, I set about allocating them to the 10 - 100 scale, and this is now what we have:

10: d4 = 1-4
20: d6 = 1-6
30: d8 = 1-8
40: d10 = 1-10
50: 2d6 = 2-12
60: 2d8 = 2-16
70: 2d10 = 2-20
80: 3d8 = 3-24
90: 3d10 = 3-30
100: 3d12 = 3-36

Now, calculating move damage is simple! Tackle has a Power of 40? That's 1d10 damage, + the Pokemon's Attack stat. If a move has a larger Power, like 150, then it's 3d12 (100) + 2d6 (50). Easy!! I'm looking forward to testing it out this weekend in our first proper play test. 

As for Accuracy, this can simply be divided by 10 to give a d10 roll to hit. Accuracy 60 = 6, so you'd need a 6 or under on a d10 roll. Hopefully that system will work just as well, we'll wait and see. 

I'm forgoing PP in favour of the D&D system of At Will, Encounter and Daily frequencies. PP is simply another stat to keep track of, and I'm trying to minimise that where possible. I think the D&D system will work well. 

Until next time!

- Jamie