Crayfish's Pokemon Mystery Dungeon (Inactive)

Game Master Crayfish Hora

Pokemon Mystery Dungeon with very easy mechanics.

How to Pokemon Battle?:

First, one must decide who goes first in the battle. A d10 is rolled for initiative. Moves have two types of dice rolls.

1. The d20 is used for Attack rolls. 1-5 is a miss. 6-10 is a light hit. 11-14 is a normal hit. 15-19 is a strong hit. 20 is a critical hit.

A light hit imposes a -1 to the damage roll. A strong hit grants a +1 bonus to the damage roll. A critical hit doubles the damage roll's result. Super Effective attacks receive a +5 bonus to the damage roll, or a +10 for Double Super Effectiveness (ie. using an Electric attack on a Water/Flying Pokemon). Not Very Effective attacks receive a -5 penalty to the damage roll. Double Not Very Effective attacks(ie. using a Fire attack against a Water/Rock) receive a -10 penalty to the damage roll. Not Effective (ie. using Normal attacks on Ghost Pokemon) attacks do not include a damage roll.

2. The d10 is used for the damage roll. Both Attacks and Special Attacks use this roll. The defending Pokemon uses d10 for Defense and Special Defense rolls.

Evade rolls are more risky, as failure means the defender takes the whole damage roll. An Evade roll is a d20 and is successful if it is higher than the incoming attack roll. But Evading can be beneficial if successful, negating the entire attack while: granting a +2 to attack rolls due to better position or openings, or a +2 to Evade rolls to continue Evading. The bonus to Evade rolls does not stack.

Each Pokemon has a base hitpoints of 10. Defense rolls block the rolled number from attack rolls. Evade rolls are used to attempt to avoid attack rolls.

How to Deal with Status Effects?:

Burn and Poison: Burn and poison both deal damage until the combat is over. Burning also lowers your attack roll by 1-5, depending on how hard the burning move hit, indicating not missing, but decreased attack power.

Toxic is a special case where the intensity grows the longer the Pokémon is poisoned. At critical hits the intensity can grow fast, while glancing blows make it grow slower and slower. Only a single injection of toxic is effective in most cases.

Freeze: Freezing will make your Pokemon immobile until cured or hit with a Fire-type attack. On a diceroll of 17-20, your Pokemon is freed by itself.

Paralysis: A paralyzed Pokemon may be unable to move. The d20 roll is treated as normal, except that on certain numbers, a Pokemon is unable to move, based on the strength of the paralyzing attack:

6-10: 1, 5, 10, 15
11-15: 1, 4, 8, 12, 16
16-20: 1, 3, 6, 9, 12, 15, 18

Sleep: A Pokemon afflicted with sleep remains asleep for a set number of turns, based on the strength of the afflicting attack. (On the turn you are asleep, you lose all actions. You wake up on the turn you stop sleeping, but cannot attack until the next turn.) Damaging moves wake up Pokemon early.

6-8: 1 turn
9-11: 2 turns
12-14: 3 turns
15-17: 4 turns
18-20: 5 turns

Accuracy and other Stat Lowering Moves: Moves that lower accuracy or lower stats do so at a maximum of -5. Performing the same Move again doesn't stack the penalties and whichever penalty is higher is in effect. Stat Lowering Moves count as Status Effects in regard to abilities such as Facade, Capturing Pokemon, and everything else.

6-8: -1
9-11: -2
12-14: -3
15-17: -4
18-20: -5

Some of these effects can be fought though, usually by spending a turn to have your Pokémon counteract the accuracy loss. For example if it was hit by a sand attack it could try and wipe the sand out.

How to Recruit Pokemon?:

Recruiting Pokemon usually includes combating them. Wild Pokemon also start with 10 hitpoints and fight with the same accuracy, damage, and defense rolls.

But there is one difference. On the recruit roll, the dice are two d100's. The first d100 is the target number, the number you must match or exceed to recruit the Pokemon. The second is the recruiting roll, the number you use to match or exceed the target number.

For each Hitpoint above 0, the Pokemon gains a +5 to the target number. A status effect on the Pokemon offers a +10 to the recruiting roll. A Pokemon at 0 Hitpoints faints/flees and cannot be recruited.

Once a Pokemon is recruited, a character can trade places with their friend and effectively play as the recruited Pokemon. Only one PC can swap places at a time, unless there are multiple recruited Pokemon of the same type. IE: Player 2 has recruited a Tauros. Player 1 and Player 2 can't both swap their Pokemon for Tauros, as there is only one Tauros.

How to Use Skills?:

Skills are d20 dice rolls that judge how well a character has performed the skill. The higher the number, the better that character has lied, snuck past someone, intimidated a wild pokemon, and so on. Some skill rolls are opposed, meaning that if someone were to lie and roll guile, the other character can roll intuition to see if they notice tell-tale signs of deceit.

1-5 on a dice roll is a poor outcome, while 6-10 is average. 11-15 is above average, and 16-20 is exceptional.

What are these Skills you speak of?:

Acrobatics is a Body Skill that represents how well a character can jump, keep their balance, and in general conduct themselves physically with swiftness and grace. Characters with a high Acrobatics Rank tend to be highly agile and well-coordinated, and it reflects in their activities. Gymnasts, parkour practitioners, circus performers, and dancers would all have a high Acrobatics.

Some situations where you might roll Acrobatics include keeping your balance as you shimmy across a perilous ledge, jumping across slippery stones in a river, and dodging out of the way of falling debris from a cave-in or an earthquake.

Athletics is a Body Skill that represents physical training and endurance developed through sports and exercise. Characters with a high Athletics Rank tend to be very active and either spend time training their physique or have physically strenuous occupations.

Some situations where you might make use of the Athletics Skill are when climbing a tree or the side of a cliff in the wilds and when trying to keep yourself afloat in the ocean during a storm.

Combat is a Body Skill that represents training in physical fighting and specialized battle techniques. Combat can represent formal schooling in unarmed martial arts, weapons training, or simply very good street fighting and brawling.

That isn’t to say Combat has no use outside of battles. Opposed Combat Checks can be used for two characters grabbing at the same item or trying to push each other around without trying to seriously injure one another. One can also make use of the Combat Skill in martial arts performances or to break down obstacles with brute force.

Stealth is a Body Skill that represents a character’s ability to hide, sneak, and generally move and act undetected. Stealth is often associated with less than legal occupations, such as thieves and assassins, but characters with high Stealth Ranks could also easily act on the side of law enforcement or as field researchers studying reclusive or violent Pokémon.

While the most common usage of Stealth is to move around unseen and unheard, the Skill also covers sleight of hand tricks and larceny, meaning it is tested when a character attempts to pickpocket someone or pick a lock. Acts of escape artistry and sleight of hand tricks also fall under the purview of Stealth; for example, characters may make use of the Skill to free themselves from bindings or slip out of a trap.

Perception is a Mind Skill that represents a character’s awareness of their environment and attention to detail. Characters with a high Perception Rank have not only honed senses but a trained mind that knows where to look for details others would normally miss.

Perception is tested whenever your character is faced with a situation where they could miss a crucial detail in their surroundings. Some examples of this include finding a carefully laid trap in Team Rocket’s hideout, spotting a Stunfisk buried in the mud, and turning up bloody Pokémon fur and feathers in the corner of a crime scene.

Focus is a Spirit Skill that represents a character’s ability to concentrate on difficult or complex tasks or to work under pain and stress. It can be thought of as analogous to willpower, and characters with a high Focus Rank are often intensely driven and ambitious, or at the least unshakable once they’ve dedicated themselves to a task.

The most common uses of Focus come into play when it’s rolled alongside a use of another Skill to test how well you can concentrate on the other task. For example, it may be a Stealth Check to pick a lock, but if a character was suffering from the painful venomous bite of a Seviper on their hand, they might also need to test Focus to keep steady and concentrated on the task. A complicated maneuver such as jumping into the air, throwing a knife to hit a specific target, then teleporting to a platform mid-air and pulling a lever at an exact timing when landing would also call for a Focus Check in addition to the Acrobatics Check that would be invoked.

How does Move Power Work?:

Moves offer bonuses to damage rolls. Moves with power less than 50 offer no bonuses. Moves with power between 51 and 100 offer a +1 bonus. Moves with power greater than 100 offer a +2 bonus. Moves will use their latest move power if it exists in multiple generations. Example: Wing Attack has a power of 35 in generation 1, but a 60 power in generation 2 and on. Wing Attack would use the 60 power version.