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

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