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Characters - classes, stats, experience?

#41
I am fine with that actually, An-chan. Alignment being like that sounds cool, and with Latios' thing there too sounds like a lot of potential. (But I guess that us up to DMs to help weave such a story?).

People stealing off NPCs only if that happens, methinks; from other players may be too messy.
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By TwilightBlade of PC. =D
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#42
The Evil Team vs League idea is excellent, I support this! (:

I'm okay with the subclasses. The type specialty + gym leaders would be quite awesome. They could be like a job that earns more money. Gym badges could be an idea too (bragging rights? prizes?).
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#43
How about if we let people add a clause that their Pokémon can be stolen? It would offer some nice plot possibilities, and as long as the player is fine with that happening and we put a fair system of, say, opposed rolls in action, it should be nice and fair and okay for everyone.

Other than that, I've drafted a post stating the general consensus on the stats/class matter as it stands right now, because I want to start moving ahead with this. You can comment on the draft and argue over things you want removed/added, commend on things you find to be very good, and so forth. If there are no comments, I'll assume everyone's just fine with all of this, and go ahead and make the beta thread... But certainly nothing is set in stone at this point, so don't hesitate to point out things you don't think would work or things you just plain don't like for one reason or another (though in that case an explanation is usually good).

Character stats:

Strength -> ability to break, move, and generally physically force things, ability to effectively attack other people and Pokémon. Examples: breaking down a door, pushing a boulder, punching another player, holding a thrashing Pokémon still
Endurance -> resistance to poison and other status problems, resistance to damage, resistance to weather effects and other similar hindrances, ability to keep doing a physical task for a long time. Examples: running ten miles, resisting being damaged by a burn, not being distracted by hail
Charisma -> ability to convince others and effect their decisions and actions in various ways. Examples: convincing a Pokémon to follow you, lying convincingly to an NPC, intimidating another player or NPC, disguising yourself as someone else
Perception -> ability to notice detail in your surroundings, ability to recognize things (such as Pokémon or plants), keenness of senses, ability to absorb and utilize information. Examples: healing, hacking into a computer system, noticing details, recognizing a legendary Pokémon
Agility -> your speed, your reaction time, your ability to do things that require fast and nimble movements. Examples: pickpocketing, dodging, playing an instrument, or disabling a mechanical device

In character creation, everyone gets 20 points (negotiable at this point - we could also do anything from 10 to 30) to distribute between these stats. Then, upon completing a dungeon, the DM of said dungeon gives the player a few choices for raising stats based on which skills the character actually used, and the player then assigns one new point to the stat they choose from those options - or more than one, in the case of longer dungeons.

Classes and other effects, like items, can give bonuses to stats, but those must be marked in parentheses after the stat proper to make it clear that it's the buff you lose if you change classes or lose the item.
Example:
Str: 5 (2) (+2 for Trainer class)


Character classes:

Trainer
Trainers are the most common class. Every year, thousands of young people start their journey as a new trainer. However, many of them eventually quit and move on to other professions or branches of life. In the newfound region of [X], trainers aren't too common yet, as it's quite dangerous to work as one where there's no roads or towns yet.
Improved stat: +2 to the stat chosen by the player.
Special Skill: Trainers are always allowed to take as many Pokémon with them as the dungeon maximum limit, and they may be of any type they choose. They have no limit to catching Pokémon as long as they have free slots in a box. Trainers have the highest catch chance of any class (90%, but the actual chances of catching a specific Pokémon will depend on the catch chance of the Pokémon, as well).
Pokémon League Special Action: Ability to challenge Gym Leaders and collect badges with special effects. Ability to challenge the E4 and the Champion and take their place. Ability to take back stolen Pokémon from Team Evil. League Trainers must never exploit or enslave Pokémon or people or force anyone to do anything against their will.
Team Evil Special Action: Ability to steal NPC and certain League player Pokémon. Ability to steal items. Ability to exploit and enslave said Pokémon without any regards to laws. Ability to intimidate NPC's and other players to do things, but will receive more suspicion from NPC's on average. Can be caught by the police or League players and have the stolen Pokémon confiscated, along with potential fines or other punishments. Must obey their superiors.


Type Specialty Trainer
A Specialty trainer chooses one type to be affiliated with. After this, at least half of the Pokémon on hand (rounded up) must be of that type. In exchange for this handicap, they have a better relationship with Pokémon of this type; the Pokémon learn things faster, and are much easier to communicate with.
Improved stat: +2 to a stat depending on the type they choose
List of types and how they translate to stat boosts and bonuses:
Show ContentSpoiler:
Special Skill: Pokémon of the special type gain 1,5 times the normal amount of experience, and communicating with them is easier. You can pick one move of your type to boost by 10% by rallying in battle.
Pokémon League Special Action: Ability to start a Gym dungeon of your type and hand out badges to successful challengers. Also able to become one of the Elite Four or the Champion. More authority and positive reputation with NPC's. Must always behave with peaceful intentions and high morals (i.e. not enslaving/killing Pokémon).
Team Evil Special Action: Easier to steal and lure away Pokémon of your chosen type. More authority and negative reputation with NPC's. Can be caught by the police or League players and have the stolen Pokémon confiscated, along with potential fines or other punishments. Must obey their superiors.


Ranger
Rangers are the guardians of natural balance. They're more in tune with Pokémon and can communicate with them much easier than others, but in exchange, they can never catch a single Pokémon. The use of Poké Balls is forbidden to them, and their only permanent Pokémon is their companion. Other Pokémon only temporarily assist them as is necessary.
Improved stat: +2 to Charisma
Special Skill: Temporarily capturing and commanding from wild Pokémon with almost a 100% chance (not including Legendaries/other Pokémon determined not to help), almost perfect communication with partner Pokémon, no ability to catch Pokémon under any circumstances
Pokémon League Special Action: Good reputation with wild Pokémon and all League and unaffiliated nature-loving NPC's. Better survival skills in natural environments - you can choose a particular environment (e.g. forest, cave, desert) in which you get a +2 to your perception. Ability to heal your partner Pokémon by 20% every five rounds. Must always abide by your oath to protect and respect nature and Pokémon.
Team Evil Special Action: Ability to temporarily capture and command NPC and certain player character Pokémon. Ability to steal items. Greater chance of intimidating NPC's. Can be caught and made to suffer punishments such as fines and confiscations by League players.


Scientist
Scientists are, above all, curious about the world. They may not be the most aggressive battlers out there, but they have vast knowledge of the world and a keen sense of strategy. Scientists don't carry many Pokémon around, but they have an unlimited number of boxes back at home to hold anything they might want to catch for their studies. They're also extremely proficient with items, especially healing items, thanks to their superior knowledge of their workings.
Improved stat: +2 to Perception
Special Skill: Limited to 3 Pokémon at all times. Unlimited number of storage boxes. All items used have 1,5x normal effectiveness. Depending on the situation, they may receive additional PM information from the DM concerning their surroundings, opponents, or other details - no plot stuff!
Pokémon League Special Action: Healing any Pokémon or person by 10% once every 3 rounds. Ability to start an in-game shop for selling items only scientists can craft. Ability to teach Pokémon moves they would normally not learn, though these must be of a type the Pokémon also has. Can choose a special area of science, regarding which they will have an extra +2 bonus for perception. Must always behave with peaceful intentions and high morals (i.e. not enslaving/killing Pokémon).
Team Evil Special Action: Higher rank within Team Evil - less ordering around by superiors. Greater chance of intimidating NPC's into doing things. Can conduct experiments to teach new moves to their Pokémon, even ones of a different type, though in that case the moves suffer a 25% damage loss. Can conduct experiments on both people and Pokémon that are illegal and/or unethical, like adding cybernetic parts. Can be caught and made to suffer punishments such as fines and confiscations by League players - the severity of punishments will depend on their past deeds. Negative reputation with League NPC's, unaffiliated NPC's, and low-ranking Team Evil NPC's.

We can discuss whether or not some classes get pay (for completion of various tasks like ending gym battles or carrying out the orders of superiors), such as League Rangers, all Team Evil Players, Gym Leaders, etc.

Alignments/affiliations can be changed without any proper prior warning, but the player must then appropriate handle the in-game fallout: changes in character relationships, changes in gameplay styles, in-character explanations for the choice, and so forth.

Classes can be changed by purchasing a class change token, and the class change will immediately take place except in dungeons that are in progress at the time of change. When changing between classes, the character will retain all their Pokémon and items, except when changing into the Ranger class, in which case the player must choose a companion Pokémon and give up all other non-event Pokémon they have.

Every player has one character by default, but you can create more at any time by purchasing a new character slot to create the character in. The second character must still be approved as per the normal approval process. The characters will have separate Pokémon storage boxes, separate item inventories, and otherwise separate accounts, but the player uses their own Pokédollars for each of them.

In removing your old character to create a new one, you can choose three Pokémon and ten items to carry over to the new account. You must also write a reasonable in-game exit for the previous character, for instance stating that they have moved away or given up training Pokémon. You can also make the old character into an NPC to keep them in game, but in this case you lose all control of the character and give away your right to complain about what happens to them.

Pokémon storage is handled by boxes, each of which can hold 10 (completely negotiable, we could do anything from 10 to 25) Pokémon. Every trainer starts with one box and must purchase more if they wish to catch more Pokémon after the original box is full. Boxes will be found in the general store and will be relatively inexpensive.

And this is how the general consensus seems to stand right now, at least in the sense that none of these things have been majorly contested, except for the usefulness of the Type Specialty Trainer class (which we can scrap, if that's what everyone wants, or keep just as well) and the method of stat use and assignment, which we can also continue to discuss. But the main question is this: does anyone have any major issues with what is stated here? Do you spot something that you don't think will work? Is there something that makes you unhappy or displeased?

Bam! Discuss!
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#44
Quote:How about if we let people add a clause that their Pokémon can be stolen? It would offer some nice plot possibilities, and as long as the player is fine with that happening and we put a fair system of, say, opposed rolls in action, it should be nice and fair and okay for everyone.
Sure, if people don't mind that seems fair enough. Although might be messy with classes where pokemon usage is limited?
Quote:In character creation, everyone gets 20 points (negotiable at this point - we could also do anything from 10 to 30) to distribute between these stats. Then, upon completing a dungeon, the DM of said dungeon gives the player a few choices for raising stats based on which skills the character actually used, and the player then assigns one new point to the stat they choose from those options.
Unless they do a lot in which case they can assign multiple points rather than just one...? And in those cases distributions within reason according to DM.
Quote:They have no limit to catching Pokémon as long as they have free slots in a box. Trainers have the highest catch chance of any class (90%).
90% seems quite high as it is, and probably something we'd want to work out with how in general a Pokemon is likely to be caught. (New calc page for that for fun of it? Up to DM?)
Quote:Team Evil Special Action: Ability to steal NPC and certain League player Pokémon. Ability to steal items. Ability to exploit and enslave said Pokémon without any regards to laws. Ability to intimidate NPC's and other players to do things, but will receive more suspicion from NPC's on average. Can be caught by the police or League players and have the stolen Pokémon confiscated, along with potential fines or other punishments. Must obey their superiors.
Unsure about last bit; do they have to obey superiors even if that may not be within the character's personality?
Quote:Pokémon League Special Action: Ability to start a Gym dungeon of your type and hand out badges to successful challengers. Also able to become one of the Elite Four, but not the champion. More authority and positive reputation with NPC's. Must always behave with peaceful intentions and high morals (i.e. not enslaving/killing Pokémon).
Why not? There has been type-specific champions before after all.
Quote:Pokémon storage is handled by boxes, each of which can hold 16 (completely negotiable, we could do anything from 10 to 25) Pokémon. Every trainer starts with one box and must purchase more if they wish to catch more Pokémon after the original box is full. Boxes will be found in the general store and will be relatively inexpensive.
I feel a lower limit (10) is better if only so it'd make buying a box not so pointless.


Overall looks good! As mentioned in irc region planning thread probably should come into being soon as well.
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By TwilightBlade of PC. =D
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