pokemon daggerheart prep
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@clasingla So what do you think of my Pokemon move proposal? I propose the following:
- Base Power of a move determines their Damage dice. 0-40: D4, 41-60: D6, 61-80: D8, 81-100: D10, 101+ yields D12. Alternatively, it can be shifted a bit or 0-40: D4, 41-70: D6, 71-100: D8, 101-130: D10 and 131+ yields D12. Multi-hit moves are Base Power x3 unless it has Skill Link where it's Base Power x5. Their Damage dice would be the result.
- Base Power/30 determines number of Damage Dice on a given move. 0-59: 1 Dice, 60-89: 2 Dice, 90-119: 3 Dice, 120-149: 4 Dice and 150: 5 Dice. Alternatively it can be Base Power/40 or 0-79: 1 Dice, 80-119: 2 Dice and 120+ yields 3 Dice. Flamethrower would therefore be 3D10 or 2D8 depending on what values we adopt on #1 and #2.
- STAB is added to damage rolls based on Proficiency, resulting in +1 at level 1 and goes as high as +6 with some exceptions. Adaptability would double this bonus and is stronger than what you have now. Using Flamethrower example as a level 8 move, it'd be 3D10 + 4 or 2D8 + 4. Adaptability, as noted, would double it to +8 with the soft-cap being +12.
Getting this ironed out would help down the line with stronger moves like Body Slam, Dazzling Gleam and so on. Also I think Swift should be a level 2 move at minimum given Eevee learns it at level 20. Feels a bit high for a level 1 character(to me) given it's 60 base power(which with my proposal is 2D6 or 1D6 as it is now).
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also I was looking at enemies In the my new books and I realized at higher levels the things that mostly increase are the damage thresholds and the evasion and I feel if we increase the damage of moves that always hit too way more hit point they will become to broken defeating bosses in just 3 hits thanks to the hp system plus I want to avoid the things having stacked multiple dice cause if you look at the weapon tables for higher levels they still only use one dice but they also have huge bonuses to the damage so having moves with multiple dice is a bit too op and should probably be used for multi hit moves only
If I was going to make a change to the current system in mind I would probably lower the hope cost
Also for the first one that’s sort of the idea I thought of with how damage translates
I’m going to avoid stab as what I mentioned before of stuff being too broken and with the type chart involved that would be too much of a hassle
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Weapons(and some spells) use Proficiency for the damage dice. Only thing that changes on Weapon tiers are +Damage modifiers and secondary perks that are unique like Brutal or Deadly. Occasionally there's also a Damage Dice upgrade(D6 → D8) from one tier to the next but it's not for everything.
My proposal tiers the damage dice based on the base power of the move while also restricting the number of damage dice to no more than 5(alternative proposal limits it to 3 and only on the strongest moves). Meaning if we use my alternative #Dice, the strongest moves will only roll 2 Dice and 150 power moves are basically the only ones that get 3 Dice. How strong the Dice happen to be is also predicated on what scale we use. If we use the latter scale, anything 71-100 Power uses a D8, which is the majority of end-game moves like Shadow Ball, Flamethrower, Body Slam, Thunderbolt, etc. Skill Link Icicle Spear would be 125 Base Power or a 2D10 + STAB.
STAB only applies to Pokemon moves and uses character Proficiency or a +1-6 bonus that is doubled by Adaptability(+2-12). Proficiency can be boosted beyond 6 by some classes but with respect to Pokemon moves, that translates into +1 Damage.
Also I recall the type chart being used on DnD. Ignoring it on Daggerheart wouldn't be right given it's Pokemon. I'd keep the Hope cost at two, maybe bumping it to 3 to mirror Hope Feature to discourage their use for that reason.
I mean if I used Blizzard(2D10 + STAB) at level 1, id get at most 21 damage that can go as high as 84 if it's x4(Type chart) or as low as 6(21/4 →5.25 rounded up to 6). At end of the day, that 84 damage is 3 HP and is the same if it's 84 or 840. HP of enemies can always be adjusted if they are too easy.
Keep in mind if I used my Tier 1 Dualstaff with Proficiency of 6, it's 6D6 +3 or a max of 39. Tier 4 equivalent bumps it to 6D8 + 12 or max of 60. Getting 84 damage from a 110 base power ice move feels more than plausible IF the target has x4 weakness. Plus if it costs 2 Hope or heck 3 Hope to use, I'm not going to use it unless it's worth it.
Could also vary the Hope cost depending on the PP of the move? 25+ PP = 1 Hope, 10-20 PP = 2 Hope and anything with 5 PP is 3 Hope.
Also we can always remove the auto-hit on Pokemon moves and require attack rolls as always. I just shiver on crits though. Moves that'd ignore hit check would be Swift, Aerial Ace, etc.
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