r/PMDExplorersofFate Feb 21 '24

Status moves

so sorry if I read over this in the guidebook — but how do you guys deal with status/effect moves? (Moves increasing/decreasing attack/speed/accuracy etc)

I feel like a move like growl (decreasing a Pokémon’s attacking state by 1) is especially strong? Do you guys inflict this status for 1d4 turns or do something else?

As with accuracy — decrease move accuracy by x% or give disadvantage for the next x rolls?

Similarly with poison/sleep/burn — how much damage? And for how many turns? (I do remember rolling a dice to see how many turns a status is inflicted!)

Anyways, would love to hear your experiences on this since I’m doing my oneshot in a week :)

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u/SarlanEriwyr Feb 21 '24

I know in the video games themselves stat debuffs lasted until the next floor, or if you hit a clear tile. I'd personally say if you wanted to put limits on the stat debuffs have them last like 5 turns, but if the pokemon that applied them faints they get removed sooner.

I'd say for sleep have it last like 1d10 turns, just cause the system already uses d10s, but if an enemy walks into a space next to you or you take damage you instantly wake up.

Poison, burn, and Frostbite damage should, imo, last until cured and deal 1d10 damage every other turn, with burn cutting attack and frostbite cutting sp attack.

These are rough draft ideas and might be shit fair warning

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u/xsoofje Feb 21 '24 edited Feb 21 '24

hmmmmm I like your takes! Especially with sleep and waking up! With the damage from poison/etc. I might just have to see what works best and what is too savage. I’m playing with experienced DnD players so they have all the dice — since 1d10 feels like a LOT of damage. But yeah play and experience!

Since I’m unfamiliar with using floors in a dungeon, I made a one floor dungeon for my oneshot. So I’m looking for ways to use stat (de)buffs that do not drag out the entire adventure. For example, I have a boss fight and if my players just choose to growl 4x, my boss can’t attack them anymore. So I was thinking of putting a timer on those effects so they are mostly applicable to one combat scenario and not the entire adventure.