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  1. - Top - End - #1
    Pixie in the Playground
     
    PaladinGuy

    Join Date
    Sep 2019

    Default Feedback for Pokemon Mystery dungeon in 3.5

    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:
    ------------------------------------------------
    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:
    ------------------------------------------------
    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:
    ------------------------------------------------
    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:
    ------------------------------------------------
    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:
    ------------------------------------------------
    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:
    ------------------------------------------------
    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:
    ------------------------------------------------
    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
    ------------------------------------------------


    Status Effects:
    ------------------------------------------------
    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:
    ------------------------------------------------
    (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)
    ------------------------------------------------
    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)
    ------------------------------------------------
    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)
    ------------------------------------------------
    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:
    ------------------------------------------------
    Roll d100, give that amount


    17 Seeds:
    ------------------------------------------------
    (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
    Last edited by Xanorin97; 2019-09-23 at 11:58 PM. Reason: Correction

  2. - Top - End - #2
    Barbarian in the Playground
     
    sandmote's Avatar

    Join Date
    Oct 2017
    Location
    US
    Gender
    Male

    Default Re: Feedback for Pokemon Mystery dungeon in 3.5

    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.
    Last edited by sandmote; 2019-09-22 at 07:23 PM.

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