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| #1ookami_keimaMar 31, 2008 19:05:41 | I know this thread has been made before, but it seems to have vanished, so I'm starting another one. I have been working on it quite a bit, and using a method that someone in the other thread suggested (sorry, forgot who ) and have turned up some pretty intresting results...so, here's what I have so far...Basic Pokemon Creation Max Pokemon Level = 100 Max DnD Level = 20 100/20 = 5. Let HP = HP. Let Attk = Str Let Def = Con Let Sp. Attk = Cha Let Sp. Def = Wis Let Speed = Dex All rounding done when determining the stat is rounded down, regulardless of it being .1 or .9 What level they learn moves at seem to be best (and most evened out to where they learn moves progressivly) as Level learned/3. If /5 then Bulbasaur learns all his moves by level 7. If /3, he learns his last move, Seed Bomb, and level 12. Where as Venusaur will learn his last move, Solarbeam, at level 18. I believe that the benefits of a stat boost will almost certainly outweigh the benefits of learning a few moves a couple levels sooner. The Pokemon game works like that, but since it has 100 levels as opposed to 20, it's on a much grander scale. So, in order to get what level a Pokemon learns a move, simply take the level they would learn that move and /3 (rounded up.) Evolution dosn't work on the /5 basis either. It seems a bit too unbalanced that a Bulbasaur will evolve into a Ivysaur at level 3, and then to Venusaur at 7. That just seems a bit too early. So, for Evolution, I will be working off the /3 basis aswell (rounded up, ofcourse.). That way, a Bulbasaur becomes an Ivysaur at level 6, and then becomes a Venusaur at level 11. A Pokemon also has a chance to evolve at every level afterwords, but may not skip evolutions. So if a Bulbasaur becomes a Ivysaur at level 11, it must reach 12 to become a Venusaur. Bulbasaur (Ivysaur at 6) Base Stats: HP 45; Attk 49; Def 49; Sp.A 65; Sp.D 65; Spd 45 DnD Stats: HP 9; Str 10; Con 10; Cha 13; Wis 13; Dex 9 Moves: Tackle 1; Growl 1; Leech Seed 2; Vine Whip 3; PP 4; SP 4; Take Down 5; Razor Leaf 6; Sweet Scent 7; Growth 8; Double Edge 9; Worry Seed 10; Synthesis 11; Seed Bomb 12. Ivysaur (Venusaur at 11) Base: HP 60; Attk 62; Def 63; Sp.A 80; Sp.D 80; Spd 60 DnD: HP 12; Str 12; Con 12; Cha 16; Wis 16; Dex 12 Moves: Tackle 1; Growl 1; Leech Seed 1; Vine Whip 3; PP 4; SP 4; Take Down 5; Razor Leaf 7; Sweet Scent 8; Growth 9; Double Edge 11; Worry Seed 12; Synthesis 13; Solar Beam 15 Venusaur ( - ) Base: HP 80; Attk 82; Def 83; Sp.A 100; Sp.D 100; Spd 80 DnD: HP 16; Str 16; Con 16; Cha 20; Wis 20; Dex 16 Moves: Tackle 1; Growl 1; Leech Seed 1; Vine Whip 1; PP 4; SP 4; Take Down 3; Razor Leaf 7; Sweet Scent 8; Growth 9; Double Edge 11; Petal Dance 11; Worry Seed 13; Synthesis 15; Solar Beam 18 So far, I only have 2 concerns. One is what to do about Int. Some Pokemon show extreme amounts of Intelligence, and while mostly reserved for Legendary Pokemon, regular ones such as the Abra line show signs of it. Other Pokemon like Rattata and Mankey show very low amounts of Intelligence, relying mostly on a Trainers commands and Instincnt. Pokemon like Bulbasaur, Squirtle and others fall somewhere in between, relying on instinct a lot but still showing basic problem-solving skills. My other concern is HP. I mean, 9 HP is fine for a level 1 Bulbasaur, but what about a level 20 one? Testing done with a Blissey (Pokemon with the highest base HP) seems to prove that the best way of handling this is give it's base HP at first level + Con Mod, then increase it's HP by Base/2 + Con Mod per level, giving it a "base" level 20 HP of 260. |
| #2prime32Apr 05, 2008 16:47:39 | Well, a Pokémon gets 510 EVs, and can apply a maximum of 255 to a single stat (Link). Dividing by 5, this gives +102 points to ability scores over 20 levels, meaning that a Pokémon should get 5.1 ability scores increases at every level(!) Something to think about. |
| #3holy_beholderApr 08, 2008 14:34:24 | You have to divide by 4 first to get the actual improvement rate. So its /20 not /5. That is only 25.05 over 20 levels. So call it 25. In a normal game, you get 5 increases by level 20, so its down to 20. Lose 10, because of your best ability getting the +6 bonus, and the second a +4. So down to 10. Next up, we have the books for real improvement. Two of those, and its even. Hardly seems out of whack for a level 20 character. However, experience would have to change. Each monster would need EV listings, and either the normal experience rules are used, or XP is also given. The problem is, getting stats for even the first 150 pokemon would be a chore. |
| #4prime32Apr 08, 2008 15:17:15 | You have to divide by 4 first to get the actual improvement rate. Oops, forgot about that. It's +1 to a stat per 4 EVs. However, experience would have to change. Each monster would need EV listings, and either the normal experience rules are used, or XP is also given. EV listings aren't worth the effort. I was working on a text-based Java game (which I have put on hold until we learn about using databases in college) where the player would simply choose which stat to assign EVs to after each battle. Besides, if we have good enough formulas, we don't need to stat them all. |
| #5prime32Apr 08, 2008 15:21:23 | Are you using creature types in this system (Animal, Magical Beast, etc.)? Most pokes would be Magical Beasts, but the Regis would be Constructs. Pokémon like Onyx and Geodude might be Constructs or Elementals.![]() ![]() |
| #6jagggarApr 11, 2008 16:30:24 | One is what to do about Int. Some Pokemon show extreme amounts of Intelligence, and while mostly reserved for Legendary Pokemon, regular ones such as the Abra line show signs of it. Other Pokemon like Rattata and Mankey show very low amounts of Intelligence, relying mostly on a Trainers commands and Instincnt. Pokemon like Bulbasaur, Squirtle and others fall somewhere in between, relying on instinct a lot but still showing basic problem-solving skills. I would suggest using an average of 10 or 11 and giving different species of Pokemon ability adjustments based on how much smarter or dumber than a human you find them. Most psychic Pokemon, for example, might get a +2 INT or +4 INT while a Magikarp would get -8 INT. For Pokemon the players would be controlling, allow them to roll 4d6 (drop lowest) as though they were rolling up a character. And leave a note that the intelligence scores you provide are just your interpretation. If someone would like to emphasis Pokemon as feral monsters they can lower the intelligence. If someone wants the Pokemon in their setting to be just as intelligent as humans, that's fine too. |
| #7prime32Apr 13, 2008 6:53:31 | On status effects: In normal d20, a sleeping creature wakes up when damaged. Pokémon sleep is more like paralysis. In normal d20, a paralysed creature cannot move. Pokémon paralysis is more like a curse. In normal d20, poison reduces ability scores. Pokémon poison is more like an acid effect. Burned creatures are literally on fire. As for freezing, there's no way to do that in D&D. |