Pokémon Status Conditions
Posted: Sun Feb 06, 2011 4:29 am
I just started up a Pokémon campaign and I'm running into a bit of trouble. Before starting the game, I had trouble deciding whether to run it in GURPS or OVA. I ultimately decided on GURPS simply because I know the system so well but I want to try OVA for the next session.
Since I'm mostly running this for the sake of the kids in our weekly Pokémon League, I'd like to keep the character sheets as simple as possible and OVA will help with that. They understand GURPS well enough that when the twelve-year-old GMed for the first time Wednesday afternoon, he chose GURPS as his system. The other problem is that the Pokémon will likely end up accruing a large number of special attacks and I'd like to leave as much room as possible on the character sheet so that the players will be encouraged to come up with lots of attacks.
The only thing I'm having trouble with is some of the status conditions. Attacks like Whirlpool that continue to deal damage for 2-5 turns are easy: Continued Damage. Those same attacks also keep the target from switching out and I think that's probably +5 END. The harder ones are Poison, Burn, Paralyze, and Confuse.
Before I go further, I want to mention that I am NOT trying to duplicate the video games. Instead, I am trying to match the feel of the games and have creatures and attacks that seem like they could be in the games. Also, since the game is aimed at kids (and my wife *g*), I'd like to keep the mechanics of the status conditions as simple as possible.
With that in mind, here are the conditions which are giving me the most trouble:
----------
Poison deals the same amount of damage as Whirlpool but lasts until it is cured instead of X turns so I have no idea how much END it should cost.
Burn deals twice as much damage as poison and could thus be represented by two ranks of Continued Damage except that it too lasts until cured. It also halves the Pokémon's attack and I have no idea how to represent that except with Witchcraft to add Weak.
Paralyze does two things. The Pokémon's speed becomes 1/4 of normal, and it have a 25% chance of being unable to attack. Witchcraft can come to the my aid once again by inflicting slow but I still have no idea how to add that to a Power Move. The only way I can think of to represent the chance to be stunned unless I simply quarter the cost of Stun and list it as "Stun (25%), +3".
Confuse is the hardest to figure out. A confused Pokémon has a 50% chance of attacking itself instead of its opponent. If it does hit itself then it uses a very weak attack so it doesn't do much damage unless it has a particularly high Attack stat.
----------
My plan is to figure out the END cost for each as a Power Move modifier and divide that by ten. Then you just pay that amount for every +10% chance the attack has of inflicting that condition.
For instance, a player wants to create an attack called "Lightning Storm" which has a 20% chance of paralyzing the target. Let's assume for the moment that Paralyze ends up costing 30 END. Then part of his attack write up would include "Paralyze (20%), +6".
Any help with representing the status conditions as well as my plan for adding them to Power Moves would be greatly appreciated.
Since I'm mostly running this for the sake of the kids in our weekly Pokémon League, I'd like to keep the character sheets as simple as possible and OVA will help with that. They understand GURPS well enough that when the twelve-year-old GMed for the first time Wednesday afternoon, he chose GURPS as his system. The other problem is that the Pokémon will likely end up accruing a large number of special attacks and I'd like to leave as much room as possible on the character sheet so that the players will be encouraged to come up with lots of attacks.
The only thing I'm having trouble with is some of the status conditions. Attacks like Whirlpool that continue to deal damage for 2-5 turns are easy: Continued Damage. Those same attacks also keep the target from switching out and I think that's probably +5 END. The harder ones are Poison, Burn, Paralyze, and Confuse.
Before I go further, I want to mention that I am NOT trying to duplicate the video games. Instead, I am trying to match the feel of the games and have creatures and attacks that seem like they could be in the games. Also, since the game is aimed at kids (and my wife *g*), I'd like to keep the mechanics of the status conditions as simple as possible.
With that in mind, here are the conditions which are giving me the most trouble:
----------
Poison deals the same amount of damage as Whirlpool but lasts until it is cured instead of X turns so I have no idea how much END it should cost.
Burn deals twice as much damage as poison and could thus be represented by two ranks of Continued Damage except that it too lasts until cured. It also halves the Pokémon's attack and I have no idea how to represent that except with Witchcraft to add Weak.
Paralyze does two things. The Pokémon's speed becomes 1/4 of normal, and it have a 25% chance of being unable to attack. Witchcraft can come to the my aid once again by inflicting slow but I still have no idea how to add that to a Power Move. The only way I can think of to represent the chance to be stunned unless I simply quarter the cost of Stun and list it as "Stun (25%), +3".
Confuse is the hardest to figure out. A confused Pokémon has a 50% chance of attacking itself instead of its opponent. If it does hit itself then it uses a very weak attack so it doesn't do much damage unless it has a particularly high Attack stat.
----------
My plan is to figure out the END cost for each as a Power Move modifier and divide that by ten. Then you just pay that amount for every +10% chance the attack has of inflicting that condition.
For instance, a player wants to create an attack called "Lightning Storm" which has a 20% chance of paralyzing the target. Let's assume for the moment that Paralyze ends up costing 30 END. Then part of his attack write up would include "Paralyze (20%), +6".
Any help with representing the status conditions as well as my plan for adding them to Power Moves would be greatly appreciated.