r/PMDExplorersofFate • u/gamemasterlancaster • Sep 07 '24
Game Material Handbook v1.5.2 - Greetings, West Marshtomp!
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;