An interesting request came across my feed earlier. Someone wanted a TTRPG for Pokemon. Now, I wouldn't ever use someone else's intellectual property for personal gain, but Pokemon had a lot of elements that made it popular back in the day. If we take those elements and made a new game, that might be entertaining.
Basically, we will be making a game where the player controls a team of monsters. Each monster should have some stats, a type, possibly a sub-type, and up to four moves. With the right dressing, this should be all we need for a complete game.
Base System (The frame)
I'm going to want a fairly simple system to base mine off from. After all, we could be creating hundreds of unique monsters for the game, and it's just a fun project. I'm not going to be too concerned with realism or simulationism. I advocate for keeping things as simple as possible, but I honestly can't think of a single reason to make this crunchy.
not what I'm looking for
The system should have an open game license (OGL). First, this is the most ethical option. An OGL means that the system developers have given you permission to develop. It means you can potentially profit from your work, and it means that others can develop for your system I feel pretty strongly about playing systems with an OGL, but that is a tale for another time.
Given all of this I choose Microlite 20 (found
here) to serve as our frame. Thanks, Donjon.
Building it up
Our base system has three (Strength,Dexterity,Mind) stats. The concept has five (attack, defense, special attack, special defense, speed). I'm not looking to reproduce their work, just create a compelling game with some similar elements. I'll stick with the base games three, but rename them to attack, defense, and speed. This represents the fact that I'm not really interested in these monsters minds, just what they can do, and how fast they are. I'll say that there are 6 points to be spread between all attributes.
remember, keep it simple!
Each monster will have up to 4 moves. Moves deal damage, heal damage, improve stats, or decrease stats. We're going to gut the rest of the system and install a type/subtype system. The type will provide a stat bonus, subtype will not. Both type and subtype determine what moves a monster can use, and determine the monster's weaknesses. each monster will have 3 hp plus one per two defense points. Ac is determined by adding twice defense plus ten, attack bonus is twice attack, and all attacks start of dealing 1 point of damage.
Finishing it off
What's left is to define the specifics. Generate lists of moves, monsters, weaknesses, and stat blocks. With just a few monsters, we'd be able to run a game. For this example, I'll make three monsters. I'll use the types fire, water, and plant. Plant deals double damage to water, water deals double damage to fire, and fire deals double damage to plant. I'm most familiar with pathfinder, and it has an OGL, so I'll pull monsters from there.
I decide on you, water snake dragon
TL;DR-Core Rules:
Stats: There are three base stats, attack, defense, and speed. you have 6 points, distribute them how you would like. Attack and defense are pretty self-explanatory, and speed determines who goes first.
Type and Subtype: Type provides a small bonus to a stat, determines a weakness (take double damage from that source) and what moves a monster can use (it can use moves matching that type). Subtype adds another weakness but allows the monster to also use moves of that type. If a monster does not have a subtype it is considered to have a basic subtype, for which there is no weakness.
Attack Bonus: Twice Attack attribute
Armor Class: Twice defense plus ten.
Attacks: unless otherwise noted all attacks deal one damage
Hit Points: Hit points is equal to three plus one for every two points of defense.
Combat: To start combat the player chooses a monster to play first. The monster with the highest speed goes first. On his turn a player may switch monsters, direct his monster to attack, use an item, or try to run away from a monster if there is no player controlling it. To run away roll an opposed speed check (1d20+twice speed) if you succeed you get away. If not your turn is over. When a monster's hp reaches zero it passes out, and the player chooses another monster to battle. When either party has no more monsters to choose from the combat ends.
Experience: One combat gives one experience for the player. Every monster who participated in combat receives one experience point, and a bonus experience point if they were the only one that participated in that combat. A player may only control a monster his level or lower and may spend ten experience to gain one level. A monster may spend five experience to gain one level and increases two different ability scores by one.
Specific Monsters
Leshi(level one)
Type: plant (weakness fire, plus one defense)
Attack:2 Defense:4 Speed:1
AC: 18
Attack: +4
HP: 5
Moves: Lash(plant): deals one damage
at level three leshi learns leech(plant), which heals 2 hp, but can only be used once every three rounds
Fire Spirit(level one)
Type: fire (weakness water, plus one attack)
Attack:4 Defense:1 Speed:2
AC: 12
Attack: +8
HP: 3
Moves:Coal(fire): deals one damage
at level three fire spirit learns burn(fire), which deals no damage, but deals one damage every round after that.
Water Elemental(level one)
Type: water (weakness plant, plus one speed)
Attack:1 Defense:2 Speed:4
AC: 14
Attack: +2
HP: 4
Moves:Undertow(water): deals one damage
at level three water elemental slow(water), which reduces the target's speed by 5 until the end of combat.
This is an alpha release. Largely I'm sharing this to illustrate how to build a system. If it intrigues you I'd like to have you play it and tell me what you think. It still needs work, and needs to be fleshed out, so I appreciate any feedback.
Keep those games rolling
The Game Mechanic
like what you read? follow me on
Twitter
Facebook