TravelingBefore you have a random encounter though, you need to determine IF there is even an encounter or what the encounter will even be. So first we need a Wilderness Encounter Table.
Default Wilderness Encounter Sheet
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
40-49 Environmental Obstacle/Hazard
50-55 Random Event
56-68 Friendly NPC
69-94 Hostile Pokémon Trainer
95-99 Special Encounter
Now this is a default table, so feel free to adjust the table as needed. Some areas that you explore might not even have all of these categories.
Some areas might not have Wild Pokémon or Trainers for example.Another thing that must be considered is how LONG to travel for. Now we could create complicated rules for Miles/Kilometers/Hexes Traveled per day. OR we could use some more abstracted rules.
Since this is PokeyManz we are going to use Abstracted Rules. Specifically I am going to borrow the rules from
Ironsworn. Now Ironsworn is FREE so I highly recommend that you take a look at the rules for some inspiration. That said we will need to determine Two things.
1) WHAT Is our Destination?
2) How Difficult will it be to reach our Destination?
The What is usually pretty obvious. If we are traveling on a Route 1 the destination is Viridian City. If we are traveling through Viridian Forest the destination is the exit. If we are traveling through Victory Road the destination is the Pokémon League. Doesn't matter what it is, but for simplicity's sake I am going to call these areas
"Zones".
The Difficulty is less clear, but what we will do is assign it a numbered rating. With 1 being the Lowest and there TECHNICALLY being no upper limit
BUT I recommend not going above 4.Zone Ratings
Each Zone will have a Rating. The Rating is the number of Encounters needed to gain a Progress Point. For each Progress Point, gain +1 when rolling on the Resolution Table
Examples
Rating 1: +1 point after every roll on the Encounter Table
Rating 2: +1 point after every 2 rolls on the Encounter Table
Rating 3: +1 point after every 3 rolls on the Encounter Table
Rating 4: +1 Point after every 4 rolls on the Encounter Table
Etc
A Zone can thus be made longer by adding a higher rating and there is no limit to how high the limit can be. Again, I recommend not going above 4.
After you have resolved the Encounter you have the option to roll on the Resolution Table.Resolution Table
D6 Roll Result
6 Yes, and you gain Momentum
5 Yes
4 Yes, but you have to fight a Pokémon Trainer
3 No, but you gain +1 Progress Point
2 No
1 No, and you have to Fight a Pokémon Trainer
If the result is a
Yes, congratulations, you have found the exit.
If the Answer is
No, you must Resolve a Number of Encounters Equal to the Zone Rating before Attempting another Resolution Roll.
Example: If the Zone has a Rating of 3 and you fail the Resolution Roll, you can not roll again until you roll 3 times on the Encounter Table.
With that, we have our travel rules. So lets look at an example Zone.
Kanto Route 1 (Rank 1)
Wild Pokemon Encounters
Dice Value Encounter
00-24 Ratatta
25-49 Pidgey
50-59 Oddish
60-69 Bellsprout
70-79 Poochyena
80-89 Pineco
90-99 Pikachu
TrainersDice Value Encounter
1-4 Ratatta
5-8 Pidgey
9 Rattata & Pidgey
10 Pikachu
We have our Wild Pokémon Encounters, our Pokémon Trainers, AND a Rank of 1 for the Zone. We can now roll on our Wilderness Encounter Sheet and since the Zone has a Rank of 1, every time we roll on the Wilderness Encounter Sheet we get 1 point. After every encounter we can choose IF we want to roll on the Resolution Table. If we decide to roll AND succeed we have finished traveling through the Zone and reached our destination.