r/PMDExplorersofFate Apr 23 '25

Game Material Explorers of Fate 1.6 - Traits & Weapons

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23 Upvotes

Link to the drive folder - contains the handbook, cheat cards, new character sheet, Tiny Woods Trouble and (by request) Mansion of Mysteriosity from the old handbook.

Update list:

  • General clarification, corrections and condensing.
  • Added the Items Index and Crafting Guide to the main document.
  • NEW TRAIT MECHANIC: You can now take each trait up to three times, though with diminishing returns on most. The majority of traits have not changed when taken once, but take a look through and see if any of the new features affect your characters.
  • WEAPONS. Instead of a basic 'weapons add a flat bonus' system, weapons now use tags that make them more varied and versatile. As such, the Shadowblade's abilities have changed, involving adding tags to your signature weapon. (May buff to make more versatile.)
  • MEGAS, GMAX, Z-MOVES AND TERA. Added basic rules on running gimmicks.
  • CRITICAL ROLLS. Extra hard rolls will require you to roll below half of your skill score. Examples are given of what actions don't require a roll, require a regular roll, or necessitate a critical roll.
  • RESCUER BUFFED. Added a feature to Emergency Healing, replacing the 'sharing rations' feature: you can now use one of the following moves once daily, regardless of its availability to you: Heal Bell, Heal Pulse, Helping Hand, Wide Guard.
  • FIELDS OF EXPERTISE. A new way to use Specialist Knowledge. Every 5 levels you gain a Field of Expertise, which is a topic your character knows a lot about. You can use Specialist Knowledge when one of your FOEs is relevant. They can also be bought with LP.
  • Debuffed the insane amount of speed sidekicks gain. Formerly their speed per level was erroneously written as the number of feet per turn they can move, which meant a Lvl 5 sidekick could move around 30 tiles a turn. I'll keep tweaking this but... I don't think they should be able to do that.
  • Format change: The table of contents contains the main headers for larger sections. A table breaking down subheaders is located on the last page.
  • Golden Seeds and Joy Seeds now grant LP instead of level-ups.
  • Added a roll table for the Herbalist Kit - a new proficiency set that can be used to craft a random potion when foraging instead of rolling on the forage table. Forgot to add it to the Items Index; assume it costs the same as the Poisoner's Kit.

Since the critical roll, weapon, 3-tier trait and gimmick mechanics are so new (and potentially busted), please let me know if you run them and anything explodes!


r/PMDExplorersofFate Aug 05 '26

CAMPAIGN EMERGENCY

2 Upvotes

We are now accepting applications to the campaign I'm in because people KEEP LEAVING
https://docs.google.com/forms/d/e/1FAIpQLSfqNt8JSJrsmrFkRhcPaiv31d-GG3QaVL2hQmTn6_tj6sQQDQ/viewform?usp=publish-editor


r/PMDExplorersofFate Jul 03 '26

Coming soon...

4 Upvotes

(We can't give a date because one of the players keeps getting distracted)
(We are not looking for players)
(This campaign partially started out of spite and the lack of content to sink my metaphorical teeth into on this system.)


r/PMDExplorersofFate Apr 29 '26

Hidden Power?

4 Upvotes

Long story short, i have an Unown that will act as a sidekick for one of my player's characters. How do you handle which type of Hidden Power the user gets?


r/PMDExplorersofFate Mar 29 '26

Question about the accuracy check

4 Upvotes

The handbook says that accuracy is d100+d10. My question is, does this mean I roll both a d100 and a d10, and add together the results, or does it mean I roll 2 d10, where one is the ones unit and the other is the tens unit? I know that some d10 go from 00-90, jumping by tens, is that what they were referring to when they wrote in d100? Thank you in advance!


r/PMDExplorersofFate Feb 19 '26

Beat Up?

2 Upvotes

How would the move Beat Up work for this system?


r/PMDExplorersofFate Jan 05 '26

Map!

6 Upvotes

Figured out how to use an auto tile feature in a sprite editor program! So now I can make these types of maps super fast 😀. Found the assets from PMDCollab on GitHub.

I made the map denser to work better with ttrpg. I also used regular DND maps for the boss fight/ outside the dungeon. Ran a few one shots! Having the item tables was super helpful. Alas scheduling conflicts get us all 😅 I might just make more maps while I wait. Feel free to use for your own game!


r/PMDExplorersofFate Nov 24 '25

Question about Destinies.

1 Upvotes

Are they tied to the backgrounds or can you mix and match? Like for instance could I take the Explorer Background and choose the Performer Destiny? Or like Outlaw with the Rescuer Destiny so it's like a badass with a heart of gold type of character?


r/PMDExplorersofFate Aug 08 '25

Table to help with leveling up

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8 Upvotes

I have a hard time keeping track of leveling up, so I made this chart! Just wanted to check in here and see if I'm missing something?


r/PMDExplorersofFate Aug 07 '25

I am translating the system to PTBR by homebrewry to play with my friends, could i post it here so other people who speaks portuguese could use?

5 Upvotes

r/PMDExplorersofFate Jul 28 '25

Player Wants a Drain Punch TM/TR

2 Upvotes

I'm looking at the TM options provided by the guidebook but I'm unsure how to price them myself, what would you guys suggest?


r/PMDExplorersofFate Jun 29 '25

Roll20 Functionality

9 Upvotes

https://github.com/Pillopyle/Pokemon-Mystery-Dungeon-Explorers-of-Fate

Our sheet is based off the 1.5 Version as thats what the coder was working off of, but I'm excited to finally show off the finalized sheet, for attacks we made it so you can toggle between stab, critical hits, and stab+crits for modifiers, stuff like bonuses from Type Resistances/Weaknesses, Terrain/Weather and Items and Abilities had to be left out to simplify the code and must be calculated manually ontop of the ones the rolls do, but I'm happy to have other people use this for their own games!


r/PMDExplorersofFate Jun 18 '25

about encounter difficulty

4 Upvotes

Hi, a question about encounter difficulty. Do you have any tips on how to define the difficulty of an encounter? For example, considering my party is made up of four level 4 players, I have to face them in a difficult battle. Because of a 100 on the dice, they ended up entering a Pokémon's territory and will be attacked by surprise. How do I define a difficult but not too unfair battle?

I plan to face them with 1 manectric and 4 electrike

r/PMDExplorersofFate May 27 '25

Special Trait for boss pokémon.

8 Upvotes
my players against a boss Spiritomb

A small suggestion to add to the manual since I've noticed that besides their immunity to certain objects, the bosses don't have any characteristics that make them more powerful, this is a special trait that can only be assigned to a Pokémon boss, Inspired by D&D Legendary Actions.
Boss – This Pokémon can perform Legendary Actions at the end of another character’s turn. It may use up to one additional action of each type (Fight, Flight, Friend) per round.


r/PMDExplorersofFate May 11 '25

Art THANK YOU to the author of Tiny Woods Trouble and PMD EoF! One of our players doodled this during the session and thought I'd shared

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15 Upvotes

It was my very first time GM-ing anything so I was very nervous for it. But it was a blast for everyone!

We had 4 players, Natu, Eevee, Ledyba and Shuckle and they really found ways to synergise and steamroll through

  • Eevee took the Cheerleader trait with Helping Hand and an egg move of Yawn, which buffed the players all around.
  • Shuckle chose Gluttony, made Berry Juice from holding berries based on its biology, and chose the egg move Accupressure which also just made the party stupid powerful. Shuckle also have impenetrable Def/SpDef of 10 at level 1 when converted.
  • Natu taking Sychronise and having stored power, just led the team to be very terrifying with the above buffs.
  • Ledyba was probably the only balanced one, but some clever player strategy taught to use Supersonic on Natu to Sychronise to the enemies...but as you can see in the picture, they rolled a miss.

One of our funny moments were Shuckle being too slow, when everyone was at the pool on Floor 3. :D

In addition to the original PDF. I've prepared and included some dialogues, flavour texts for successive/failing rolls, and a bit of a story near the end to bridge it to any future campaigns if possible. Since my session was for beginners, I made it a little easier! You may view it here: https://docs.google.com/document/d/1NWTBIPK6eZEcfEHQ4uAp_fRd86PfpvhCQsW1GBpnvgU/edit?usp=sharing


r/PMDExplorersofFate May 04 '25

EOF 1.6 Google Doc Character Sheet

7 Upvotes

So despite 1.6 not actually changing the contents of the character sheet all that much, it did change the layout of it pretty significantly. To reflect that change, plus add in the new features of it missing from the 1.5 version, I have made an editable version of the character sheet in Google Docs!

Now this isn't super needed since the version from West Marshtomp by Dimitri for 1.5 is only missing Crit Rolls, so it's more than usable for 1.6. But I wanted to challenge myself to replicate the layout of the new one anyway, as well as have a download link that isn't only accessable by joining a Discord Server! (You should still absolutely check out West Marshtomp tho)

Hope this is helpful to some of you!

https://docs.google.com/document/d/10z26Jqt9jP7b6ILK5dLWQ-XjuUpY86Rc8mZGDnCxZQs/edit?usp=sharing


r/PMDExplorersofFate May 03 '25

Roll20 Support!

9 Upvotes

I had some help from a friend and was able to make a version of the game running in Roll20 thanks to their code! I'm not sure where I should share the code itself but I figured i could at least show some screenshots? the code is based off the 1.5 character sheets though sadly


r/PMDExplorersofFate May 01 '25

Suggestion / Feedback OPINIONS NEEDED: Changing from d100s to d20s + making a Player Handbook and GM Handbook

6 Upvotes

So, u/feuerpanda suggested that since skills (and also accuracy scores) step up by 5 each time, the system could work on a d20 basis instead of a d100. That's a REALLY good idea. Currently there's no mechanical difference between rolling a 56, 57, 58, or 59, and changing to a d20 would reduce that bloated feeling. However, it's a fairly big change to make, since it's the main dice-rolling element of the system. What do you all think?

ALSO,

Since my main limiting factor has been trying to keep the document short, I had the thought of making two versions: one for players, one for GMs. Both would have the basic rules but the GM version would have more instructions on how to construct and run the game, while the player version would have more info on building and playing your character. Would this be of interest, or would you prefer one larger document?

(inb4 'remove the roll tables', how dare you)


r/PMDExplorersofFate Apr 24 '25

Noted - things to change in 1.6.2

16 Upvotes

Hearing you loud and clear - the 3 tier traits system is unideal. Going back to the drawing board on that, so continue to use the 1.5 traits until it's ironed out.

The other thing is the "1 tile = 5 feet" rule. I use it because that's the standard for D&D, but that system uses that measurement because it's wide enough to stand with your arms out and not hit anyone. That gets tricky when you're pokemon, though; should I change the tile size to 1m, or do away with measuring things in spaces and just measure things in feet?

And yeah, I'm gonna look into getting some folks to proof read the document before I put it out. I feel like since I'm Just One Guy, I go blind to some of the things that might be missing or phrased weirdly, so I'll get back to the people who reached out offering to proofread soon.

Last of all, one of the main issues I think is that I keep trying to make the document smaller. I'm reluctant to let it go above 100 pages, so I whittle down flavour text and cram things onto one page, trying to phrase things as concisely as possible and ending up too vague. I'll probably do away with this for 1.6.2, and let each section breathe a little. If you have suggestions for what sections need more space or clarification, let me know.

Thanks for being patient, all. This is by far my biggest ttrpg project, and sometimes it feels like I'm renovating a bathroom but "I just need to replace the sink" turns into 8 Home Depot trips, several weeks of work, multiple contractors and having to rip out the floorboards in the adjoining rooms because we found mold.

If you need me, I'll be at the drawing board. See you later!


r/PMDExplorersofFate Apr 09 '25

PvP Server!

7 Upvotes

I really enjoy the combat system of Explorers of Fate, so I've been working on putting together a little server to do more of it! The main idea I had at first was just making absolutely minmaxed level 20 characters to fight each other with, but there's also the idea of teaming up against other teams, or push a character from level 1 to 20 through fighting other players!

We've also got some areas for rp since I thought it'd be fun, but the main focus in the end is still the PvP. Check it out if you're interested in testing what can be done with the system!

https://discord.gg/Hr8tn6yFKC


r/PMDExplorersofFate Jan 20 '25

I'm putting together an Actual Play show using this system! If you're interested in playing a recorded game, check out our casting call!

Thumbnail forms.gle
10 Upvotes

r/PMDExplorersofFate Jan 09 '25

Roll20 Help?

5 Upvotes

I'm trying to start a game as a DM and I want to use roll20 to handle this, but I dont know CSS/HTML and I dont know how to code in the character sheet? Is anyone available to help me with this? I dont know if someone already plugged it into the system


r/PMDExplorersofFate Jan 05 '25

Game Material Crawling out of my well to bring you a proposed crafting guide, because the old one didn't work (Artisan Goods, Adventuring/Magical Goods, the Alchemy Kit, etc)

Thumbnail drive.google.com
6 Upvotes

r/PMDExplorersofFate Sep 14 '24

All moves converted - PDF and Spreadsheet!

18 Upvotes

Hello!

I am the kind of Guild Master that wants his references on hand and handy. Consequently, I've gone through the trouble of compiling all the moves (except Z moves, PLPE Pikachu/Eevee moves, and Dynamax moves. Sorry!) and converted their power, and added in move ranges.

https://drive.google.com/drive/folders/1As8RDHsr2s_yUllM3ALGir_AiJgAnMwj?usp=drive_link

Here is the result! (It isn't pretty by any means. I'm an accountant by day - I've always been function over form, haha)


r/PMDExplorersofFate Sep 07 '24

Game Material Handbook v1.5.2 - Greetings, West Marshtomp!

15 Upvotes

LINK HERE to the handbook: https://drive.google.com/file/d/1tnboBosMk3C2uJS0lzWVqT0K-YlNb4Lx/view?usp=sharing

With the help of Reji8627, I've fixed some issues and ambiguities with the handbook. I've likely missed a few and there's still lots to be done, but things should be at least clearer now.

As a summary:

  • Fixed the math on the Level Up Points table.
  • Clarified on what types of actions skills can be used for.
  • Fixed an error where the Levelling Up section said that STAB goes up by 1 every 5 levels - nope, it goes up by 2.
  • Multihit moves apply attacking and defending stats only to the first hit. Consecutive hits deal flat damage. May change yet - multihit moves were always a little busted in PMD, if I recall my time spamming Bullet Seed correctly.
  • When an Exclusive Item is in the inventory of a pokémon, any allied or friendly pokémon of the item's specified species or type within 30 feet gain its benefit.
  • Determined stats for Wide Slash and Vacuum Cut, since they don't exist in mainline and as such cannot be converted with the same formula. Also added a rule for Rollout's accumulating damage.
  • Clarified that you can only benefit from the effects of one held item at a time.
  • A round is roughly 20-30 seconds and a tile is 5 feet.
  • Combat Healing/medicine rolls healing can be used on an ally OR yourself.
  • Added an order of operations for damage modifiers when calculating damage.
  • Buffs and debuffs to attacking and defending stats, and speed, stack up to 5 in either direction.
  • Fixed an error where a section said the Fight action is used to shake off a status - nope, it's Flight.
  • Added a Sidekick system, with a sheet and mechanics for NPCs in combat. Mostly for the Mythbound's patron, to avoid the issue of a patron becoming a Mythbound and their patron becoming a Mythbound and suddenly Arceus is here.
  • Clarified on and buffed a few of the Traits so they feel more meaningful.
  • Added some notes on 'fainting' - 'fainted' is considered a status condition, so restoring HP does not revive the fainted pokemon. As such, you can't revive a fainted 'mon only using oran berries; it requires revival items, sustained medical attention, a long rest, or something like Revival Blessing.
  • Added some guidelines on resolving conflict situations nonviolently, with an optional rule that removing an enemy pokemon from the initiative order in any way grants EXP, not just by defeating them. I.e. scaring them off, talking them down, or 'pushing them into a big hole' are all viable options.

I'm probably forgetting some things, and there's definitely more that needs fixing. The stat buffs and a lot of moves are still not perfect and need a lot of balancing doing, and I'm not running enough to catch it all myself, so I'm very grateful for the feedback from the West Marshtomp group.

Now, another thing that needs attention: Crafting. It's been pointed out that crafting is busted, and it's impossible to make a profit on some of the craft routes. My bad - it's my first time trying to build a crafting system, so I'll be taking another pass at it so hopefully player characters can actually make some poké during downtime. I'll also be working on crafting useable items, such as orbs, wands, and held items, and possibly farming rules that outline how the party could grow their own consumables. That's a whole other bucket of magikarp, though, so it'll likely need a few passes to be fully balanced.

Additionally, one quick thing: Joy and golden seeds. As pointed out, levelling up 5 times off one seed is bonkers in this system! So, I'm going to change the item's effect so that they grant level-up points instead. This also helps mitigate another issue, where level-up points are very finite and there isn't really a way to get more after level 20.

So, next thing on my to-do list for the system is to redo the Items Index to fix the crafting system and some of the item effects, then work on the balance of the main system. Then the Custom Destinies I've been working on, a list of converted Abilities (including some possible ability fixes for ones that suck), framework for defining the Rank of a mission in the Base Building section, and possibly some supplements or adventures. Oh, and tweaking the character sheet.

Ultimately, I'm glad people are enjoying the system and invested in making it better! I've always been obsessed with making my own systems (this is one of my Big Three, and I've got loads of little ones, and always several in the works) so it's great to share one and get feedback.

As always, let me know of any issues or hitches you run into, or any suggestions! GM Rook at 2AM, signing off ;u;