|
Post by hecklejeckle87 on Jan 17, 2024 1:49:17 GMT -5
Google Document: docs.google.com/document/d/1iJjjiDOisjC1iu1Dc7hLNT2NgSCZ6jtzGt3e-l53qhA/edit?usp=sharingI will also admit that a HUGE inspiration for these rules are from Ironsworn. This is also a work in Progress Pokeymanz, by default does not have rules for Wilderness Exploration. Which I personally find strange since a big part of playing the Pokemon Games has always been wandering around the wilderness, exploring, and seeing what can be found. This is something that can even be seen in the Anime, with Ash spending much of his time exploring, and getting lost, in the wilderness. In the Kanto Season it was actually a bit of a joke that Ash got lost and thus took forever to reach Vermillion City. With this in mind, I’ve created some basic rules for Route/Cave/Zone/etc Exploration. For simplicities sake I am going to use the word Zone for now on. The basics are this. 1) Create a list of possible encounters. 2) Create a table with two columns. The Left side being the Dice Value and the Right side being the Encounters 3) Decide upon a Rating for the Zone. With 1 being the lowest possible Rating. A Basic Encounter Table could look something like this. Sample Zone: Rank 1 Dice Value | Encounter | 1 | Nothing | 2 | Ratatta | 3 | Pidgey | 4 | Pokemon Trainer |
After resolving the Encounter you gain Progress Points at a rate based on the Rank of the Zone. This rate is X/Rank. Or in other Words... In a Rank 1 Zone, you gain 1 Progress Point after every 1 Encounter (even if the encounter was Nothing) In a Rank 2 Zone, you gain 1 Progress Point after every 2 Encounters In a Rank 3 Zone, you gain 1 Progress Point after every 3 Encounters etc, etc, etc After Resolving the Encounter you may choose to make a Resolution Check and add any Progress Points gained. D6 Roll | Result | 6 | Yes, Gain Momentum | 5 | Yes | 4 | Yes, But have to Fight a Pokemon Trainer | 3 | No, But you gain 1 Progress Point | 2 | No | 1 | No, and you have to Fight a Pokemon Trainer |
If you fail the Resolution Check, you must make another Encounter Roll before trying again.
|
|
|
Post by Pika on Jan 18, 2024 22:50:45 GMT -5
YOOOOOOOOOOOOOO
|
|
|
Post by hecklejeckle87 on Feb 25, 2024 14:17:22 GMT -5
Been thinking about this, and I've expanded the Rules of "Wilderness" encounters a bit. First you will have a "Wilderness Encounter Table"
Sample Wilderness Encounter Table
Dice Value Encounter 00-09 Nothing 10-24 Wild Pokémon Encounter 25-29 Wild Pokémon Guarding Point of Interest 30-39 Unguarded Point of Interest 40-55 Environmental Obstacle/Hazard 56-68 Friendly NPC 69-94 Hostile Pokémon Trainer 95-99 Special Encounter
If you roll an encounter with a Wild Pokémon, you would then roll on a Pokémon Encounter Table.
Sample Wild Pokemon Table
Bug Forest: Rating 2
Dice Value Encounter 00-09 Combee 10-25 Caterpie 26-40 Weedil 41-50 Pidgey 51-59 Sewaddle 60-64 Dedenee 65-74 Shroomish 75-79 Buneary 80-89 Pinco 90-94 Heracross 94-99 Syther
If you roll for a Trainer you can do one of two things.
1) You can roll on the Pokémon Encounter Tab to determine what the Trainer has. A Trainer will have a number of Pokémon based on the Zone Rating. A Trainer in a Zone Rating of 1 area will have 1 Pokémon, a Trainer in an area with a Zone Rating of 2 will have 2 Pokémon, etc. You will then roll on the Pokémon Encounter Table to determine what Pokémon the Trainer will have.
2) You can make a list of trainer encounters (similar to a list of Pokémon Encounters), such as if you want to there to be a chance of Non-Specialists, Specialists, and Criminal Team Members. This also allows you to use Pokémon that are not on the wild encounter table.
Sample Trainer Table
Bug Forest: Rating 2 Trainers Dice Value Encounter 00-09 Combee*2 (Type Specialist: Bug)
10-29 Caterpie & Weedle (Type Specialist: Bug)
30-44 Metapod & Kakuna (Type Specialist: Bug)
45-54 Pidgey & Dedenne
55-64 Pinco & Shroomish
65-74 Dedenee & Buneary
75-79 Pidgey & Buneary (Type Specialist: Normal)
85-89 Beedrill & Vespiqueen (Type Specialist: Bug)
90-94 Butterfree & Beedrill (Type Specialist: Bug)
94-99 Syther & Heracross (Type Specialist: Bug)
|
|
|
Post by Pika on Feb 25, 2024 15:26:55 GMT -5
This is awesome! I love the tables. Ah, come to think of it, I also fiddled around with a ruleset for exploration a while back, though it was lighter on the details of encounters and relied more on survival / hunger mechanics. Let's dig it up... Maybe you can cannibalize some of this? It's not playtested, admittedly. And I never figured out how to make that damned script copy to other people without permissions properly on the supplementary tracker. Edit: Man Proboards loves to redirect hyperlinks. Here's the link in plaintext: docs.google.com/document/d/139zDzOMYZCyvN7MqcPCZqpsjvs1d3upinN-nsposirQ/edit?usp=sharing
|
|
|
Post by hecklejeckle87 on Feb 27, 2024 2:05:45 GMT -5
This is awesome! I love the tables. Ah, come to think of it, I also fiddled around with a ruleset for exploration a while back, though it was lighter on the details of encounters and relied more on survival / hunger mechanics. Let's dig it up... Maybe you can cannibalize some of this? It's not playtested, admittedly. And I never figured out how to make that damned script copy to other people without permissions properly on the supplementary tracker. Edit: Man Proboards loves to redirect hyperlinks. Here's the link in plaintext: docs.google.com/document/d/139zDzOMYZCyvN7MqcPCZqpsjvs1d3upinN-nsposirQ/edit?usp=sharingAh, see we came at this from different angles. You were thinking of Hex Crawl exploration. I was going with the mindset of a Dungeon Crawl progress. Essentially, I thought of Routes, Forests, Caves, etc as dungeons. As for the rules, I took a lot of inspiration from Ironsworn and this Oracle oracle-rpg.com/wp-content/uploads/2022/08/Solo_Gaming_Tool_v1_OracleRPG.pdf Edit: doesn't like the direct PDF link. The link can be found here: oracle-rpg.com/2023/02/the-solo-roleplaying-oracle/ When I was coming up with these and first testing them out, I kept the survival rules simple and had my character carry what I called "camping supplies" which I treated like a Tent from Final Fantasy. finalfantasy.fandom.com/wiki/TentAlthough now I want to brainstorm how a Safari Zone type of encounter would work.
|
|
|
Post by hecklejeckle87 on Mar 5, 2024 0:42:10 GMT -5
Sometimes while exploring, there is a need to roll for random Items. Or maybe you have a Pokemon with the Pickup Ability. What ever the reasons... Random Loot TableD100% Berries (1-49) Curatives(50-75) Battle/Held Items, Disposable(76-84) Battle/Held Items, Persistent(85-89) TM (90-94) Nugget (95-100) Berries (1d10) Oran(Heal+1 Wound) 1-3 Cheri(Paralysis)4 Chesto(Sleep) 5 Pecha(Poison)6 Rawst(Burn) 7 Apear(Freeze) 8 Persim(Confusion) 9 Lum(Cures Any Status)10 Curatives (d100) Potions (01-34) Burn Heal(35-39) Frost Heal(40-44) Paralysis Heal(45-49) Poison Heal(50-54) Sleep Heal(55-59) Super Potion (60-69) Full Heal (70-79) Full Restore(80-89 Revive (90-00) Battle Items, Disposable (d100) Gems (1-18) Herbs(Berry/Herb Effects that aren’t in the “Berry” table) -Reduce Damage(19-36) -Boost Attack(37-47) -Boost Defense(48-58) -Negate Attack Down(59-70) -Negate Defense Down(71-80) -Power Herb (81-89) -Mirror Herb (90-00) Battle Items, Persistent [ ] TM (just pick one!?) Now obviously the values can be swapped around. I am also not sure how big or small to make the "Battle Items, Persistent" table. As for TM, my honest recommendation is to just PICK a move because the last thing you want is to roll and get a useless TM.
|
|
|
Post by hecklejeckle87 on Mar 26, 2024 16:39:06 GMT -5
|
|
|
Post by hecklejeckle87 on Mar 28, 2024 11:35:18 GMT -5
Ok, since Pika was kind enough to share the Excell sheet with Persistant, Held Battle Items (THANK YOU!) I was able to complete the last part of my Random Loot Table! Pick Up d100 chart.txt (2.29 KB) Battle Items, Persistent
00-19 *[Type Boosting Item: Roll Again]*
20-24 Assault Vest (+1 Toughness but can only use Damaging Moves) 25-29 Big Root/Shell Bell/Leftovers (Heal a wound on a Critical Hit with a Damaging Move) 30-39 Choice Band/Specs (+2 to any move used, but locked into the move) 40-49 Choice Scarf (Act first in battle, but locked into the first move used) 50-54 Eviolite (+1 Toughness if the Pokemon can still Evolve) 55-59 Expert Belt (+1 to Supereffective Moves) 60-64 Focus Band/Focus Sash (Spend Mastery to negate a wound that would KO your Pokemon 65-74 Life Orb (+2 Attack, but suffer -1 Toughness via recoil) 75-79 Sooth Bell (Restore Mastery on a Critical Hit with a Damaging Move) 80-89 Terrain Extender (Extends the Duration of Terrain from 5 to 8 turns) 90-94 Muscle Band (+1 to Melee/Physical Damaging Moves, -1 to Special/Ranged Moves) 95-99 Wise Glasses (+1 to Ranged/Special Damaging Moves, -1 Melee Damaging Moves) *Type Boosting Items*
Black Belt (+1 Fighting) 0-6 Black Glasses (+1 Dark) 7-12 Charcoal (+1 Fire) 13-18 Dragon Fang (+1 Dragon) 19-24 Fairy Wand (+1 Fairy) 25-30 Hard Stone (+1 Rock) 31-36 Magnet (+1 Electric) 37-42 Metal Polish (+1 Metal) 43-48 Miracle Seed (+1 Grass) 49-54 Mystic Water (+1 Water) 55-60 Twisted Spoon (+1 Psychic) 61-66 Pink Bow (+1 Normal) 67-72 Poison Barb (+1 Poison) 73-78 Sharp Beak (+1 Flying) 79-84 Silver Powder (+1 Bug) 85-90 Soft Sand (+1 Ground) 91-95 Spell Tag (+1 Ghost) 96-99 Now obviously I did not and could not add everything. But I think I added the important things, or at least most of the important things. Anything in particular that is missing that should be added? Should some of the odds be changed? Let me know!
|
|
|
Post by hecklejeckle87 on Apr 7, 2024 13:27:12 GMT -5
Hexploration
First, some resources/references thealexandrian.net/wordpress/17308/roleplaying-games/hexcrawl goblinshenchman.wordpress.com/hex-power-flower/ www.legendkeeper.com/create-an-original-open-world-setting-in-less-than-an-hour There is a LOT of advice on how to run a Hex Crawl, or a Hex Exploration, or whatever you want to call it. You COULD also just not use Hexploration and use more general travel rules. But why would you want to do that? Sample Region Creation
First you need to figure out what kind of Terrain to have and how much variety. For example I’ll have three categories, Common, Uncommon, Rare. For my example I’m going to try and take inspiration from Pokemon Games. Common Terrain: Beach[1-2], Grasslands[3-4], Hills[5-6] Uncommon Terrain: Forests[1-2], Forest Hills[3-4], Forest Mountains[5-6] Rare Terrain: Snowy Mountains[1-2], Snowfields[3-4], Desert[5-6] The reason I’m having 3 per category is so that I can roll a d6 if I need/want to randomly determine what the terrain is. But now that we have our terrain, we need an empty map and a way to determine what is what. Sample Terrain Table Dice Roll Result 1-2 Same 3-6 Common Terrain 6-8 Uncommon 9-10 Rare Now we take our random Map, pick a starting area, and start exploring. We have to make a choice. We can fill out the entire map NOW We can fill out the map Hex by Hex as we explore. Since I’m not actually playing a game and this is for instructional purposes, let's fill in the map now. Sample Hex Map
Now that we have a map, we need an encounter generator. In general there are two ways to think of this. Roll to see IF there is even a point of interest in the Hex and IF there is something, roll to determine what the feature is. OR Decide that we want something in every Hex and just roll to determine what is in the hex. I want something in every hex, so what I need to do next is create a table. Sample Point of Interest Table
Roll Feature 1-5 Berry Bush/Grove 6-8 Resource 9-11 House or Small Settlement 12-15 Cave Entrance 16-18 Rare Pokemon 19 Boss Pokemon 20 Raid Pokemon After a few rolls I ended up with something like this. (Lions=Rare, Dinosaur=Boss, Dragon=Raid) Sample Hex Map + POI
Now all that is left is to start exploring the area!
|
|
|
Post by hecklejeckle87 on Apr 8, 2024 10:53:26 GMT -5
Resting & Healing
A part of exploration that will come up is the concept of Resting and Healing. 1) The Character has to spend 1 “Camping Supplies”. These supplies cost 1 Money and heal up all of the Pokémon and Trainers in the Group. For a comparison they act similar to a TENT in Final Fantasy Games. finalfantasy.fandom.com/wiki/Tent 2) The Party must roll once on the Encounter Table. This Encounter does NOT count towards Resolution Rolls/etc. 3) It is possible to find “Safe Spaces” which either have a lower chance for an encounter, or no encounter chance. Things which I still need to think about. Cooking has become a part of the newer games and should be accounted for. bulbapedia.bulbagarden.net/wiki/CookingOne idea I have is Cooking meals using Berries, for example: The Cook makes a Lum Berry Stew (requires the expenditure of 1 Lum Berry). Any Pokémon that eats the stew gets 1 use of Lum Berry for the next day. There are still a lot of "Survival" mechanics which need to be thought about: 2e.aonprd.com/Skills.aspx?ID=49&Redirected=1One that I'm not sure how or IF to do is "subsist" which would be the Explorers gathering supplies on their own. 2e.aonprd.com/Actions.aspx?ID=2368This is all still very much a "work in progress
|
|
|
Post by hecklejeckle87 on Apr 25, 2024 14:37:08 GMT -5
Map KeyOne important thing for every map is having a Map Key, doubly so for a Hex Exploration game. With that said this is what I've come up with so far. As with everything here I consider this a "work in progress".Raid: Raid Boss encounter (pretty self explanatory) Berry Bush: Roll for Berry Type & party also gets enough food/etc for one full rest/recovery Campsite: has the Protected perk as per Happy Camper. If a PC already has this perk they make pick one other perk. Boss Encounter: Non-Raid Boss Location Cave: has the Haven perk as per Happy Camper. If a PC already has this perk they may pick another one. Cabin: has the Hangout perk as per Happy Camper. If a PC already has this perk they may pick another one. Resources: (also having trouble with this one but I'm thinking something for Item Crafter)
|
|