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Xanorin97
2019-09-22, 11:01 AM
Myself and a few of my friends are wanting to play pokemon mystery dungeon in D&D, (I'm the DM), I have have been working on how to do this for a while and have written some rules written up to help with a smooth transfer. I would really like some feedback on the work I have done and ideas for how to make it better for me and my players. (Note: This setting is really just 3.5 with pokemon slapped on to it, and I'm not a really experienced DM so excuse me if some of it doesn't make full sense.)



Mystery Dungeons and Dragons
Rulependium

Pokemoves:
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Pokemoves are supernatural abilities all pokemon get over time (like in the games). Using a pokemove is in most cases a standard action unless otherwise stated by that move. A pokemon is only able to know 4 pokemoves at a time and must forget an old move to learn a new one.


Pokemove Damage:
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Pokemove damage is based off the power of the move, every 10 power is 1d6 damage. For every 2 HD you have you gain another 1d6 of damage up to the moves power maximum.
(Note that moves such as flamethrower gain a +3 to damage at max power since it does not get another full damage die.
(Ex. a max power flamethrower would deal 9d6+3 fire type damage.)


Type Advantage Damage:
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Damage multipliers are applied only to pokemoves during damage calculation
(Ex. A Lv 2 Charmander using ember on a Bulbasuar would deal 2d6, +1d6 for stab, +2d6 for Bulbasuar's x2 weakness to fire type attacks, + 2x Int mod because ember is a special category pokemove (2d6+1d6+2d6+ 2x Int mod)

Stab damage: +1d6 damage

X2 weakness: +2d6 damage

X4 weakness: +4d6 damage

1/2 resistance: -2d6 damage

1/4 resistance: -4d6 damage

Immune: take no damage from pokemove


Pokemoves Mechanics:
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Physical category pokemoves add 2x your Str mod to damage, damage dealt to an opponent by a Physical pokemove is reduced by 2x their Con mod.

Special category pokemoves add 2x your Int mod to damage, damage dealt to an opponent by a Special pokemove is reduced by 2x their Wis mod.

(Note if any mod stated above is 0 or less, damage is done as if the mod was 0)


Pokemove Accuracy:
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An oppoents move accuracy will decrease by 1% for every 1 A.C. you have.
(Ex. if a pokemon has 10 A.C. and an opponent uses a pokemove against it that has 100% accuracy, that pokemove now has a 90% chance to hit the pokemon.)


Leaning new Pokemoves:
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When a pokemon learns a new move it gains starting uses X5 (X being the moves starting PPs in the official games). Anytime you would gain a feat through level up you gain +1 uses of all of your current moves.
(Note every level of Pokemon you take grants you +1 uses of your current moves).
(Your maximun use of pokemoves are equal to the original maximum of the move's PPs in the official Pokemon games)


Belly size/ Hunger:
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You have a hunger value and a belly size when you enter into any dungeons. Your starting hunger value/ belly size is 5 + your Con mod. Certain food items may raise your belly size and your hunger (Max belly size of 25 + con mod). In a dungeon your hunger will decrease by 1 every 2 floors you explore. If your hunger reaches 0 you must make a Fortitude save every minute there after ( DC 15+5 every minute), if you fail you take your belly size in non negateble, non leathal damage.




STILL UNDER CONSTRUCTION
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Status Effects:
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Poison/ Burn: deals 1d6 damage each turn for 1d6+1 rounds

Badly Poisoned/ Serious Burn: deals 2d6 damage each turn for 1d6+4 rounds

Paralysis: 50% chance to be immobilized each turn

Insomnia: Pokemon can not be put to sleep


Pokemon Levels:
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(Pokemon take levels their primary type when taking levels of Pokemon, every level of Pokemon you take gives you a +1 to all uses of your pokemoves. (Feat uses gotten from level up for pokemoves do not stack with uses gained from a pokemon level)


Bug type:
HD d6
Cleric bab
Rogue Saves
Int+ 6 Skill points


Dark type:
HD d8
Cleric bab
Wizard saves
Int+ 8 Skill points


Dragon type:
HD d10
Fighter bab
Fighter Saves
Int+ 6 Skill points


Electric type:
HD d8
Cleric bab
Rogue Saves
Int+ 6 Skill points
E.R. Electric


Fairy type:
HD d6
Wizard bab
Fighter Saves
Int+ 6 Skill points


Fighting type:
HD d10
Fighter bab
Fighter saves
Int+ 2 skill points
Fighting types gains lv feats as if they were the fighter class


Fire type:
HD d8
Fighter bab
Rogue Saves
Int+ 4 Skill points
E.R. Fire


Flying type:
HD d6
Cleric bab
Rogue Saves
Int+ 4 Skill points


Ghost type:
HD d10
Wizard bab
Wizard Saves
Int+ 2 Skill points
Incorporial


Grass type:
HD d8
Cleric bab
Wizard Saves
Int+ 4 Skill points


Ground type:
HD d10
Wizard bab
Fighter Saves
Int+ 4 Skill points


Ice type:
HD d8
Cleric bab
Rogue Saves
Int+ 4 Skill points
E.R. Cold


Normal type:
HD d6
Cleric bab
Rogue Saves
Int+ 4 Skill points


Poison type:
HD d6
Cleric bab
Fighter Saves
Int+ 6 Skill points


Psychic type:
HD d6
Wizard bab
Wizard saves
Int+6 Skill Points


Rock type:
HD d10
Wizard bab
Fighter Saves
Int+ 2 Skill points


Steel type:
HD d10
Cleric bab
Fighter Saves
Int+ 6 Skill points


Water type:
HD d8
Cleric bab
Fighter Saves
Int+ 4 Skill points





Loot Chart (Main) (1d20)
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Food 1-6
Berries 7-10
Body Items 11
Money 12-13
Scopes 14
Medicine 15
Orbs 16
Seeds 17
Ability Crystals 18
Evolutionary Items 19
Friendship items 20

(Note: is a place holder for PokeCoins)

1-5 Food: (1d10)
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1-4 Apple. Buy/25 Sell/13
Fills 5 hunger, 1d3 heal

5-6 Meat. Buy/30 Sell/15
Fills 5 hunger, 1d4 heal

7. Big Apple. Buy/50 Sell/25
Fills 10 hunger, 2d3 heal

8. Large Meat. Buy/60 Sell/30
Fills 10 hunger, 2d4 heal

9. Gummi. Buy/100 Sell/50
Fills 10 hunger, 2d6 heal (not fav)
Fills 15 hunger, 3d6 heal (fav type)

10. G Apple. Buy/250 Sell/125
Fills 15 hunger, 4d6 heal,
Increases hunger value by 1d6

Gummi Chart (1d20)
Roll Name Type
1. Black. Dark
2. Blue. Water
3. Brown. Ground
4. Clear. Ice
5. Gold. Psychic
6. Grass. Grass
7. Grey. Rock
8. Green. Bug
9. Orange. Fighting
10. Pink. Poison
11. Purple. Ghost
12. Red. Fire
13. Royal. Dragon
14. Silver. Steel
15. Sky. Flying
16. White. Normal
17. Wonder. Fairy
18. Yellow. Electric
Reroll on 19 or 20


6-10 Berries: (1d12)
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1-3. Chesto Buy/50 Sell/25 Pokemon gains insomnia 10 round

4-5. Pecha Buy/100 Sell/50
Heals poison status

6-7. Oran Buy/100 Sell/50
2d8+5 heal

8-9 Cheri Buy/100 Sell/50
Heals all paralysis

10-11 Rawst Buy/100 Sell/50
Heals burn status

12 Sitrus Buy/300 Sell/150
Fully heal Pokemon HP



12-13 PokeCoins:
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Roll d100, give that amount


17 Seeds:
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(Temp is until next floor)
1 /Doom seed: temp negative Lv
2 /Febble seed: temp -2 str
3 /Sickly seed: temp -2 con
4 /Clumsy seed: temp -2 dex
5 /Daft seed: temp -2 int
6 /Oblivious seed: temp -2 wis
7 /Timid seed: temp -2 cha
8 /Muscle seed: temp +2 Str
9 /Robust seed: temp +2 con
10/Agile seed: temp +2 dex
11/Genius seed: temp +2 int
12/Alert seed: temp +2 wis
13/Proud seed: temp +2 cha
14/Heal seed: cure stat problems
15/Quick seed: +10ft move temp
16/Sleep seed: 1d4 rounds sleep
17/Stun seed: 1d4 rounds stun
18/Warp seed: teleport to next floor
19/Power seed: +1 use of 1 move
20/Reviver seed: resurrection on death

sandmote
2019-09-22, 07:21 PM
Except the fact Bulbasaur has a x2 weakness to fire, most of this seems reasonable.

The way PP is handled is good: ember is a better choice at low levels, and flamethrower takes over later.

I'm torn about move effectiveness. On one hand, this does eventually mean your PCs won't automatically faint when hit by a x4 effective attack. On the other hand, it means their own damage effectiveness won't mean as much.

For status effects, I'd specify how long paralysis and sleep last. Poison should probably also last longer than burn, so you can have burns halve a character's physical damage (like usual). I'd also add a proper list of abilities, rather than just Insomnia

I think you need a clear idea of how each type is going to work before you can assign hit dice/BAB/saves/skill points to them. For example, if ghost types get abilities allowing them to avoid attacks (tied to them being able to pass through solid walls) they probably shouldn't also have a d10 hit die. If anything, I'd have them with a small hit die and Monk saves, to reflect their higher defense stats and lower health in the games.

For hunger, I would have a flat amount of damage, and force the saving throw after a number of rounds equal to your belly size. Or at least not have the PCs take damage equal to their belly size. That way you aren't punished for having a small belly.

Edit: I should note, I think transferring the Dungeon games over to tabletop makes a lot more sense than the mainline games. So, you know, good idea.