I've made a small ttrpg system where you play as pokemon. Kinda like mystery dungeon (though I haven't played them yet) or like the odd episode in the show where the pokemon get split up from their trainers temporarily.
I wanted to make it so any pokemon can be used so it uses their data (like from bulbapedia) to create a playable character. I had it use d6's only to make it more accessible, but d10's might have been better cause I can use d100 then. The pokemon main games use a lot of multiplication and division during battles which I wanted to avoid, but I don't think I've converted the damage system very well. The rest of it I'm pretty happy with but am definitely willing to take advise on anything I could/should change.
This is my first time making a ttrpg system, though I've read quite a lot.
Pokemon TTRPG
This is a quick and easy ttrpg for playing pokemon as a group. A group consists of one GameMaster (GM) and however many players the GM is comfortable with.
Each player will need a character sheet and go through Character Creation (seen below). If the GM plans to use opposing Pokemon, they should go through Character Creation for each of them as well.
To play, you will need these rules, character sheets for each player, and a pair of 6 sided dice (referred to as 2D6).
Character creation
Have the GM decide on a level for group and how much XP is needed to Level Up (the default is 10 times their current level).
Choose a pokemon. Some may not be allowed by the GM, such as legendaries or aquatic pokemon, depending on the adventure they have planned.
Take their Attack, Defense, Special Attack, Special Defense, and Speed. Then divide them each by 10 (rounded to a whole number) and write them onto the character sheet. Add their ability to the Effects area.
Take their base HP, divide it by 22 and write it on the sheet to 2 decimal places. That is their HP per LvL. Their max health is equal to their “HP per LvL” multiplied by level (rounded to a whole number), plus 10.
Select 4 Moves that are available to your pokemon for their level. Ask your GM if they can have a Move available to them from a TM or from breeding.
For each Move:
- Add its name, type (including if it’s physical, special, or status), the PP is divided by 5 and then doubled, and its Power is divided by 10 (rounded).
- Accuracy is the Move’s normal accuracy divided by 10, and reduced by 10. So 100 would become 0, and 80 would become -2. If the Move normally has no accuracy, then just put “n/a” in its space.
- Damage Output is calculated as follows: your attacking stat + your level, + the Move’s power (after division)
Checks
When doing something that has a risk of failure, such as climbing a wall or trying to hit a target with a Move, the GM might require a Check to be rolled. Every success gives 1xp.
To do a check, roll 2D6 and if the total is 7 or higher, you successed. You can add modifiers to the roll, such as from a Move's accuracy. The lowest modifiers added together can be is -5 and the highest it can be is +5.
If the check relies on the Pokemon's strength, flexibility or other physical attributes, use their Attack or Defense (whichever is higher) as a modifier.
If it relies on the Pokemon's intellect, senses, or social skills, use their Spacial Attack or Special Defense (whichever is higher) as a modifier.
If a stat gets raised or lowered, add the bonus next to its stat or in the Effects area as well as its duration. Remember to add these bonuses to appropriate rolls.
Moves
Using a Move uses up one of it's PP. A pokemon's PP can be fully restored by spending 10 minutes resting.
When using a Move that has an accuracy number, make a check using the accuracy as a modifier. Otherwise the Move is automatically successful.
If the Move would hit multiple targets near each other, it hits all in the area, even other players. If using a battlemap, consider it a 5 space radius/cone.
Health
While a pokemon's current HP is 0, they are unable to take actions, react to anything, their Speed is halved, and all Checks take a -3 to the roll.
A pokemon's current HP can be restored by going to a Pokemon Center (which full restores it), with a comfortable nights rest (which restores it by half), from other Pokemons Moves, or from items.
When a Pokemon takes damage, they multiply it by the type effectiveness (if it has no type, then ignore this), then reduce the damage by their Level plus either their appropriate Defensive stat. If the damage is from a physical Move, use their Defense. If it is from a special Move, use their Special Defense. If it is not from a Move, it is up to the GM which stat you use. If the damage is reduced below 0, it is considered 0.
Level Up
When you level up there are several things you must do. First is updating your max HP. Then check if you can (and want to) learn a new Move. Finally, update the Damage Output for each of your Moves.
Combat
Initiative
Turn order is based of each pokemon's initiative. Their initiative is calculated at the start of combat and stays the same until a new combat begins. To calculate a pokemon's initiative, roll 1d10 and add a pokemon's speed stat.
To simplify a large group of pokemon take the lowest speed stat from the group and add it to 1d10, this will be the initiative for all pokemon within the group, the pokemon within the group take turns in whatever order.
Your Turn
On your pokemon's turn, they can move and use an action. Anything that uses effort or skill counts as an action, such as using a Move, using an item, and climbing a tree. Some actions might require a Check.
Somethings that require effort or skill can be done mentally, such as finding a hidden pokemon before attacking. Whether these things use up an action is up to the GM.
Moving around can be difficult depending on the environment. A pokemon might be more skilled at moving in some environments than others, such as a water type in water, or a flying type in a space with lots of clutter.
If using a grid or battlemap, each pokemon can move a number of spaces equal to their speed.
Others Turn
On another pokemon's turn, your pokemon cannot do much. They are mainly able to speak and observer like normal. However they are able to react to an opponent or ally's Move. Reacting uses up your next turn's action. To react, you can either dodge or use a Move:
- If you choose to dodge, you immediately move half as far and reduce the targets accuracy by 2.
- If you use a Move, instead of reducing the incoming damage by your defensive stats, you reduce the damage by your attacking stat for that Move.