Welcome to the official Pokémon Forums!

Click here to review our official Rules & Guidelines.
[Pokémon TCG Live] Maintenance Notice

Pokémon TCG Live will be offline for maintenance from 16:00 ~ 24:00 (UTC) on January 27, 2026.
Please see the Version 1.34.0 - Patch Notes for more information.

pokemon dnd session 5

11617182022

Comments

  • Thur55555555555
    Thur55555555555 Member Posts: 3,790 ✭✭✭✭✭
    1,500 LOLs 1,500 Likes 1,000 Agrees 2500 Comments

    Yeah, back in the day damsel in distress was really the only option but nowadays you really need to have such a recurring character be playable especially as a MC.

    Hmm, shocks won’t have the elemental advantage against most stuff. If you are right and we face lots of ground types I am immune to their moves.

    Yeah I can paralyze too.

  • Lonestar85
    Lonestar85 Member Posts: 714 ✭✭✭✭
    500 Comments 250 Likes 100 Agrees 25 LOLs

    Small tangent regarding Zelda but I saw stills of the live action movie that's due to come out and Zelda is basically a female Legolas. If they make a game revolving around the movie, we already know what her main armament will be.

    Now back to the D&D desert analysis. Yeah levitate is a nice ability and fortunately none of them have Mold Breaker(which is why I grabbed Excadrill for my Scarlet playthrough… that ability is OP). I have Ice moves I can use to KO the Ground types, notably Ray of Frost, Frostbite and my actual Alolan Vulpix moves(Powder Snow, Ice Shard). Can also cast Sorcerous Burst with a Cold Damage focus. That particular Cantrip is my ace in the hole on Croagunk because I can classify it as Psychic damage and well… Poison/Fighting… enough said. With two Fire Types and you casting Fire Bolt, you can whittle through the Kricketunes. The issue is their Sing attack that can put us to Sleep and Croagunk, depending on what moveset it has, has at minimum Poison Sting, potentially Venoshock and if it's really high-level, Poison Jab for Poison moves. Likely knows Low Kick with respect to Fighting and that's my Achilles heel right now(outside of avoiding Fire, Rock and Steel attacks too but Bug can hurt me plenty as well).

  • clasingla
    clasingla Member Posts: 5,958 ✭✭✭✭✭
    5000 Comments 1,500 Likes 1,000 Agrees 500 LOLs
  • Lonestar85
    Lonestar85 Member Posts: 714 ✭✭✭✭
    500 Comments 250 Likes 100 Agrees 25 LOLs

    Well… how about this…

    Confusion: Lasts up to 4 combat rounds. At the start of your combat round roll a D20 to see if you snap out of your Confusion. Any roll that is 16 or higher achieves this. If the roll fails, you attack with disadvantage for that round. Pokémon with certain abilities are immune to this.

    Burn: Lasts until removed. Player may roll a D20 each combat round to remove it(16 or higher succeeds). On fail, your attacks have disadvantage and Melee/Range/Physical Pokémon moves deal 50% less damage. Furthermore, you will take 1 damage from your Burn at the end of combat round. Fire Types and those with certain abilities are immune to this condition.

    Paralysis: Lasts until removed. Player may roll a D20 each combat round to remove it(16 or higher succeeds). On fail, player must roll another D20 to determine whether they can move(6 or above succeeds). On fail, Pokémon is immobilized for that turn(aka cannot attack/move). While inflicted, movement is reduced by 50%(15ft instead of 30). Electric Types and those with certain abilities are immune to this condition.

    Frozen: Lasts up to 4 combat rounds. At the start of your combat round, roll a D20 to see if you thaw out. Any roll that is 16 or higher achieves this. If the roll fails, you cannot move this turn. Alternatively… we could treat this like Frostbite on Legends Arceus. Would then work like Burn but instead of reducing Physical moves, it'd reduce the impact of spells because… reasons? Keep in mind, Ice Types and those with certain abilities are immune to this.

    Sleep: Lasts up to 4 combat rounds. At the start of your combat round, roll a D20 to see if you wake up. Any roll that is 16 or higher achieves this. If the roll fails, you cannot move this turn. Pokémon with certain abilities are immune to this.

    Poison: Lasts until removed. Player may roll a D20 each combat round to remove it(16 or higher succeeds). On fail, player rolls with disadvantage and player takes 1 damage from Poison at the end of Combat Round. Poison Types, Steel Types and those with certain abilities are immune to this condition.

    Burn, Paralysis and Poison can last between fights with the latter being particularly deadly as the Poison will continue to deal damage over time. How quickly will be up to the Dungeon Master so its up to the Player to remove it as soon as possible. Do note that in lieu of rolling a D20 in combat, you may also utilize an item(if applicable) to remove your Status Condition. Feel free to modify or change these as you see fit as I came up with this in a span of like 15 minutes. TLDR: Status conditions apply disadvantage for starters but can greatly limit incoming damage(Burn) and apply passive damage at the end of each combat round. Sleep, Frozen and Paralysis can prevent the target from even moving for that round unless we change Frozen to Frostbite wherein it behaves like Burn does but for Spells(making it particularly nasty).

  • clasingla
    clasingla Member Posts: 5,958 ✭✭✭✭✭
    5000 Comments 1,500 Likes 1,000 Agrees 500 LOLs

    I’ve already decided burn tho

  • Lonestar85
    Lonestar85 Member Posts: 714 ✭✭✭✭
    500 Comments 250 Likes 100 Agrees 25 LOLs

    Ok… what does it do? Half the current party is immune to it so it'll only apply to Shocks or myself(or Enemies if we get lucky). Shocks is immune to Paralysis(perk of Electric Type) while I'm immune to Frozen(or Frostbite… latter of which should be applied via Frostbite Cantrip but maybe that's just me).

  • Thur55555555555
    Thur55555555555 Member Posts: 3,790 ✭✭✭✭✭
    1,500 LOLs 1,500 Likes 1,000 Agrees 2500 Comments
  • Hades0918
    Hades0918 Member Posts: 8,983 ✭✭✭✭✭
    1,500 Agrees 1,500 Likes 5000 Comments 1,000 LOLs

    Hey, so we know @Thur55555555555 won't be able to attend in the beginning, so what if I drag him around in the beginning

    Maybe his character like to sleep in or studies most of the morning and isn't active much in the beginning

    I'm making a reason why he's inactive and for me to drag him around with my rope