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Another RPG; Because RPG V6 isn't enough
Topic Started: Aug 24 2013, 01:59 PM (490 Views)
Posted ImageThe Starf is a Lie
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Run...
So I've been thinking, and I've noticed that while there have been exceptional Mystery Dungeon style RP's in the past, we've yet to have anything resembling a Mystery Dungeon RPG.

So I think that, alongside the current RPG, we should try to have a Mystery Dungeon RPG.




Basics:

Like in the story, there will be a player and a partner. To keep things neat and clean, each person will control one pair of player/partner so we don't have too confusion with time elapse. This pair will form a Rescue Team, with their own creative name.
I'm not sure exactly who the starters could be, but I think the best bet is to refer to the New Beginnings Pack. Like in the PMD:EoT/EoD/EoS, a quiz of some sort should be used to try to randomize starter choices. Optionally, we can also use this to determine the nature the player starts with. From there, the partner can be picked with some restrictions. Or we can simply separate the starter choices by team, which I suppose works too.
The team can take job requests (travel to X floor to do X task) or hunt an outlaw (travel to X floor to defeat X Pokemon). This can be used to earn Rescue Points, which lets the team climb ranks and try to become the best explorer.
Recruiting will also be an option for teams, but we'll get more into that later.
Teams can bring an inventory of items into dungeons. How much they can carry is determined by their rank. Items are used immediately, if possible.

Roleplaying:
Roleplaying will follow a predetermined plot. Although completely optional, participating in roleplaying and following the events of the plot can be used to grant people access to exclusive dungeons (maybe to keep things fair, no recruiting Pokemon, just an interesting experience.)

Exploration
Now for the real confusing bit.
Dungeons are classified by difficulty. Easy, Medium, Difficult, Extreme, depending on the level of the Pokemon (the Pokemon won't have overpowered Smogon movesets, thankfully). Difficulty will be used to determine cash output earned from completing the dungeon, but we'll discuss that later.
Dungeon's all have a theme, with varying wilds. They will also have a fixed amount of floors.
So how does fighting wilds work? With 1d20. Someone (staff?) will roll 1d20 per floor.
Roll break down

I'm aware that this might be repetitive, especially if the dungeons reach 15 floors. However, I'm not sure how to remedy this problem at the moment.
All battles are also triple battle format to try to stick with the whole Mystery Dungeon theme as much as possible.
This may seem a bit extreme all things considered, but worry not. First, all wilds are stuck with their default movesets, so you can unleash your Smogon moveset insanity on them. Secondly, all wilds will have no EV's, no IV's, a neutral nature, and will be a somewhat low level. However, the player's team will have free change of the aforementioned stats, giving them a pretty large advantage statwise.

Also, you can level up and collect cash here. Leveling up works simply by defeating a set number of Pokemon:
Leveling Breakdown

This may or may not be too easy. I'm not sure.

Cash is earned with the following format:
Code:
 
(Fd100) x D + (M x 150)

Where F is the number of floors, D is the difficulty multiplier, and M is the number of monster houses completed. Difficulty Multiplier is as follows:
Easy - 1
Medium - 2
Difficult - 3
Extreme - 5
Examples

This might seem like a pretty ridiculous, but keep in mind you have to complete the entire dungeon without fainting. This means it's a lot harder to get a crapload of cash from Difficult than a small amount of cash from Easy.

There is no belly stat or IQ stat. I'm not going to overcomplicate this thing more than it needs to be. Happiness is free for the player to choose.

Traps appear in this game as well (I know you love them.) However, because we can't force a Pokemon to start as reduced health or status, only certain traps will appear.
1d6 will be used to determine the number of traps activated. 1-5 will be the respective number of traps (ie. 1 = 1 trap, 2 = 2 traps, etc.) and 6 will mean no traps.
The types of traps is then determined with 1d6 (repeated by the number of traps you rolled)
Trap types


When the Player lands the finishing blow on a Pokemon, the staff can roll 1d20 to determine if that Pokemon is recruited. 1-2 will mean the Pokemon is recruited. (this may seem small, but keep in mind you can run into at least 15 Pokemon on average).

Items:
Items can be bought by the market (they won't be found in the wild, for the sake of simplicity).
Item List


And that's all I remember I was going to write, so feel free to ask questions, or add suggestions.
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Posted ImageTrainer Light
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In my opinion, it's a bit complicated. Generally complex, I feel.

But, if this works out and is released, I think after the current RPG is over with, so we don't over-work the staff.
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Posted ImageBobTheImam
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How about with the current RPG, we add along a dungeon event at a later date which we can face. I dont know if a whole new RPG is in the best interest, especially for you, don't you work hard enough as is :P . But cool idea, certainly would join!
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