08-27-2018, 03:00 AM
(This post was last modified: 08-27-2018, 04:24 AM by Dragonstrike.)
And again, that's kinda something I'd like to address in my campaign in the future if at all possible. As things stand right now, increasing Dex and/or Vit is possibly the best possible thing you could do to make your character much more able to hold their own in battle. Arguably, I think fast tanks are quite possibly the worst possible thing you could face in our system (discounting fast, powerful tanks and plot deviced stuff), since they can tank/dodge your hits easily and fire back just as many hard to avoid hits as you can, if not more. It makes pokemon with extremely high HP like Arbok and Gyarados infinitely scarier since they lose some of their major drawbacks that make them (somewhat) manageable (well, a super well trained one is probably still going to be super duper scary even in the base rules, so the point can be rendered rather moot, I guess...).
That's kinda why I want to try out using all the original accuracy rolls instead of using Dex and Fgt for everything, split the offensive and defensive stats into physical and special again, and try to separate HP from Defense. Being good at (almost) everything is probably going to be a lot more difficult (definitely will be doable, but will require loooaaads of exp. Not that generalization in a game like this is a bad thing, per se, but...well, there's certainly a little less individuality in a way). Gonna have to also probably scale exp earned accordingly since there'll be a bunch of extra things to pour exp into...including other things like Surprises and some stuff I can't talk about yet (and those will cost boatloads of exp by comparison to the basic stuff)
Just that alone is going to make my campaign very different from the current ones, even disregarding my other plans for the setting, basic plot, etc. I think it could be a nice change of pace, tbh.
Does that all make sense?
That's kinda why I want to try out using all the original accuracy rolls instead of using Dex and Fgt for everything, split the offensive and defensive stats into physical and special again, and try to separate HP from Defense. Being good at (almost) everything is probably going to be a lot more difficult (definitely will be doable, but will require loooaaads of exp. Not that generalization in a game like this is a bad thing, per se, but...well, there's certainly a little less individuality in a way). Gonna have to also probably scale exp earned accordingly since there'll be a bunch of extra things to pour exp into...including other things like Surprises and some stuff I can't talk about yet (and those will cost boatloads of exp by comparison to the basic stuff)
Just that alone is going to make my campaign very different from the current ones, even disregarding my other plans for the setting, basic plot, etc. I think it could be a nice change of pace, tbh.
Does that all make sense?
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Pokerole Game 1: Skull Ruins
Pokerole Game 2: Celadon City Vandals
Pokerole Game 3: PMD: Primal Shadows
Pokerole Game 1: Skull Ruins
Pokerole Game 2: Celadon City Vandals
Pokerole Game 3: PMD: Primal Shadows


