Who has rules for Pokemon-type adventures using D&Dish rules?


Who has rules for Pokemon-type adventures using D&Dish rules? There's a bunch of stuff when you google it, but if anyone has OSR-type rules for Pokemon trainer PCs, point me to them, please!

This is what the 5 year old wants to play after we're done with Minecraft D&D.

Richard G? Patrick Stuart? Scrap Princess?

Comments

  1. obviously levels = evolutions of pokemon.
    seems like something you could replicate with how the cypher system does "levels"

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  2. Yeah, PCs are trainers. Minis are just a pic I found.

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  3. Have a look at the summoner from pathfinder, whilst it's only "one creature" I'm sure you could change it up a little bit


    Srd link:
    http://www.d20pfsrd.com/classes/base-classes/summoner

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  4. They've already got hp and hp damage. Stormchild is especially Poke-crazy these days, hmm most definitely post if you go down this rabbit hole.

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  5. I'm assuming you meant Pokémon Tabletop United or whatever when you said you found stuff searching? Not particularly OSR from what I can tell, either.

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  6. I was already thinking that Trainers didn't really have hit points or anything. that's good stuff, Alec Henry.

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  7. Arnold's Bug catcher is a pretty good analog - reskins wizards as monster hunter


    http://goblinpunch.blogspot.com/2015/05/new-class-bug-collector.html

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  8. That TCG type chart is probably the most useful thing ever, Alec Henry.

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  9. Maybe Into the Odd's "only roll for damage" mechanic would be good. Roll with advantage if your opponent is weak against your attack...

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  10. Just resolve everything using the card game?

    Pokemon only exist to fight pokemon

    there was some noble attempt to make converter using the game stats but I can't remember what happened to it now

    The very detailed fan made tabletop pokemon rpg is extremely pathfinder like but even mooooore. Like there's like so many builds and feats and 4 or 5 steps of choosing them for the trainer let alone the pokemon. It's nuts. It's so dense I can't get my head around to even know how easy it would be to strip out all the extra stuff

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  11. Coop's cousin gave him a handful of TCG cards which is what started this. Luckily, Alec's link has all those stats. I've got a couple simple ideas for making those into dice rolls.

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  12. like 30 hit points is 1 hit dice , every 10 above that is +1 hit dice, attack bonus and saves based off that. Armour class 10 + retreat cost +1 for every 30 hit points on the card.
    damage 1d4 for 10 damage. 1d8 for 20 damage. 30 = 1d10 , then + 1d10 for every 10 points of damage above that.

    Energy cost on card means that's what round you can use it on, so 1 energy 1st round etc.

    Damage done to bench is automatically hitting damage done at range .

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  13. I looked into converting pokemon to dnd or some other system a while ago and made a bunch of confusing notes but eventually gave up because:
    a) it was hard - stats were not easily equivalent, and I thought nobody would really want it;
    b) pokemon combat is really not random at all and it's designed to last 4-8 rounds with clear signals (attrition) telling you what to change. It seemed a bad fit for the semi-controlled randomness of os dnd;
    c) that not-randomness was a value in the games' world - the ds games make a point of avoiding tactical infinity and I realised I didn't want to play rpg pokechess.
    I have my notes if you want them, but they don't provide any magic bullet easy/rough translation.

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  14. pokemon is all about the duel one on one monster and d&d is all about asymmetrical warfare . Which isn't a deal breaker it's just a thing to work around.
    Also if multiple p.cs are pokemon trainers and they have multiple pokemon out at once..that's alot of stuff going on.
    But with a small party and only allowing 1 pokemon at a time and having dunno using the card game for pokemon matches (so it's super fast ) and d&d for external shenanigans and just letting the players be players (so like a less effective but more destructive team rocket) it could be great

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  15. leveling up pokemon based on card stats would require a whole new mechanics but that might be easier than trying to convert the default pokemon level system.
    Like instead have pokemon level up at more of a d&d pace , and with a smaller attack pool (but less redundant options) to learn from

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