Creating Digimon Partners

Post/Author/DateTimePost
#1

Aldath

Mar 05, 2012 10:29:38
...Yeah you can freak out now, this is about Digimon.

So after many time of playing in medieval settings... we decided to try out and make a Digimon based campaign, we have our characters with classes, and we use the Feywild Beast Tamer theme...

HOWEVER... Creating beasties is the hard part...  I am using the digimon wiki to see the list of powers for each digimon, and let's say... Falcomon has an attack that out of the blue lets him summon shurikens to throw at many enemies, so I suppose that would be a Blast Area Power within a certain number of squares... and the damage? Should I make its damage the same as a non-enchanted Shuriken? (1d4) 

Another question is regarding the powers... in the cartoon, such beasties attacked with their power at their hearts content... however being a role playing game, they won't be able to do so, so I was wondering WHAT powers should I make Encounter, and if I should give a recharge to them...

Plus any tips to balance the beastie's stability? I mean, it's gonna be like in the cartoon.. we all have Rookie digimon now, their AC, HP and other stats shouldn't be very high and they're owner's level dependant, then at Champion their size increases, and I would obviously have to boost stats and parameters, Ultimate and Mega stages are what worries me... I mean, they should have many AC and HP but I want to balance their power... tough they have to be quite dangerous. 
#2

Namagem

Mar 05, 2012 11:19:39
One simple solution would be to use the Companion Character rules from (I think?) DMG 2. The companion character essentially becomes a less complex PC. basically, if I remember right, companion characters have a role chosen, and then get to choose from a list of powers of every class of that roll (I think 1 at will and 1 encounter at first; I may be mistaken.) The key here is reflavoring the PC powers to fit the digimon's attacks. They also get a feature based on their role, I think.

You could also make a version of their digimon 2-4 levels higher to represent Champion mode. You could easily use the monster stats, but you run into the problems you mention.

For the Using Powers At Their Hearts Content problem, if you watch, they don't really; they follow the rules of drama and as suchonly use their most powerful attacks when it's neccesary (IE, they're dailies.)
#3

Aldath

Mar 05, 2012 13:38:38
One simple solution would be to use the Companion Character rules from (I think?) DMG 2. The companion character essentially becomes a less complex PC. basically, if I remember right, companion characters have a role chosen, and then get to choose from a list of powers of every class of that roll (I think 1 at will and 1 encounter at first; I may be mistaken.) The key here is reflavoring the PC powers to fit the digimon's attacks. They also get a feature based on their role, I think.

You could also make a version of their digimon 2-4 levels higher to represent Champion mode. You could easily use the monster stats, but you run into the problems you mention.

For the Using Powers At Their Hearts Content problem, if you watch, they don't really; they follow the rules of drama and as suchonly use their most powerful attacks when it's neccesary (IE, they're dailies.)



Hm... I see... I have the DMG2 but to tell you the truth I've never read it before :/ Toguth DMG 1 would suffice

Hm, well, we have MANY MANY players for this one (9 players, tough I get like 3-4 per session). So I am seeking to fit their digimon's role with their class... but their digimon's choice doesn't always fit... like, what the heck is a Wizard doing with Wizardmon? I mean, I could make Wizardmon an artllery monster or something but I think a soldier is best fitting for a Wizard...

Plus each digimon gets like... 4 powers per evolution so I will have to crack my head to think how their powers would work in D&D... I mean, the areas and effects are ok, the damage power is what troubles me
#4

natural20username

Mar 05, 2012 22:48:38
Honestly this whole affair sounds hard to work with. If you have 3-4 players per sessions, then you have 6-8 combatants on the side of the PCs every session. That could get problematic, especially if you have to control the Digimon.

If you don't plan on controlling the digimon, you could build them as PCs, and then have the tamers be the companion characters. This would actually make a degree of sense given the tamers don't do much when a fight breaks out in the TV series. Honestly, this approach would make the most sense to me.

If you do plan on controlling the digimon, then they need to end up taking a back seat to the players, otherwise NPCs are doing all the interesting stuff. This would mean the statting them out as companion characters would work.

Either way, since it seems to me that in most cases, the Digimon from the Tv series are only being big and scary for a couple minutes max, you might want to stat out their digivolution stuff as daily powers (like the warden's daily shtick). Anyway, do what you want, but making this work seems like a fine line to walk to me.
#5

mhbjarkistef

Mar 05, 2012 23:39:37
Disclaimer: I never watched digimon.


Wait, the players get classess? I thought the players where humans and digimon where... not? So you want a Class with a companion powerful as a class, and they then share the same set of actions? Or if you have each digimon and each player play seperately, that means 4 players + 4 digimons. That's not only a pain to play, it also means that encounters will have to be twice as deadly.

^That's where you should start, before you think about how much damage power X should deal.