| Playing | |
| Next Game Will Be | 1484521200 |
| Total Players Needed | 4 |
| Game Type | Role Playing Game |
| Frequency | Played Weekly |
| Audio / Visual | Voice only |
| Primary Language | English |
| New Players are Welcome | Yes |
| Mature Content(18+) | No |
| Pay to Play i | No |
| Pick Up Game i | No |
"CHARACTERS AND CONTESTS UPDATED"
Everything in this game will be like Dnd, except for everything. Role playing and dice rolls will be the same, but that's where the similarities end. Below I have changes, and things you would like to know.
Characters:
We will be using Pokèmon Tabletop United character sheets
We will be making characters in our first session, so I'll tell you then. Just in case, read over this: http://pturpg.wikidot.com/character-creation.
In the top right corner of the Pokemon tabletop Adventures sheet, there are "Class: (Blank Space)" 4 times, if anybody knows what that is for, it would be helpful
Mega Stones/Legendary:
Legendaries will be 100 times rarer than they are in the show. So rare, they're very existence is questioned. Most think they are myths. Mega stones will be exactly like that in the game/show, nothing to worry about
Catching Pokemon:
Each Pokemon will have a catch rate. Say a rattata has a catch rate of 10 (that will never happen). It has 5% HP remaining so -5. If it had full then +5. Since we are using a great ball, we get +3 (pokéball is +0, Ultraball is +5, and all the other special balls (Nest, Dusk, Dive) if the condition is fulfilled then +3.) So I roll a d20, and I get a 3, with my final as 6. The rattata has (10-5) 5. So I have successfully caught it. Masterball doesn't guarantee a catch but adds +50.
Contests/ Carrying Pokemon:
Unlike the show, you can carry as many Pokemon as you want. You do have the choice to store them away, but don't have to. When you have a contest, other players will be judges as you and NPCs compete to get the ribbon. You give a description of the stunt you want to pull, and your DM rates the complexity (for explanation sake, lets say 1-6). Then you would roll a DC to see if the stunt succeeds or fails, based on how complex it is, with a bonus being awarded (say, +2 appeal if you had a complexity 2) if you succeed, or the reverse if you failed. You could include various modifiers to being able to pass such tests via items, STAB moves and natural moves getting a bonus, etc etc so that the farther into the game you are, the more likely a player is to succeed more complex maneuveurs.
Communications:
We will be using Discord to chat. Voice Only
That's all. If there are any Updates, I will post them down here. I will be the GM so I am looking for 3-4 players
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