"Explorers! A PMD RPG": What To Expect - Post 3
My oh my, time flies fast. Now we're less than a month out from release! Let's hop to it, then!
Character Creation Part 3 - Classes
Classes are integral part of most RPGs, and this one is no different. I chose to go with a Class-based system in this game, as emulating the levelling system of Pokémon felt too complex and overwhelming for the average player. Too many moving parts. I also felt that Classes helped provide some further identity to players characters, helping better define their role in a team.
I standardized the Class design process by finding what made them unique to one another. The solution was a choice between two Abilities, as well Class Features, Evolution/Rare Qualities at certain Levels, and a choice between two Specializations (or subclass). This modular approach meant I, or those invested in homebrewing, could build more Classes and Class Specializations later down the road.
For the choice of Ability, I took from my existing list of Abilities in the Rare Qualities table, and went with what felt right. Now, this meant I didn't always get things right, and certain Classes become stronger than intended, as well exposed some core design issues with combat, and so were changed, along with a modification to some core combat mechanics. But that's what playtests are for, eh?
So, now we've discussed the skeleton, let's get on to the meat. What classes are we looking at, exactly?
The Explorer Class is for Pokémon that are drawn to mysteries, treasures, ancient ruins, and the unknown.
They have a choice between Pickup to forage for Items, or Illuminate to increase Visibility and spot the unseen in Dungeons. Their Specializations are Survivalist or Treasure Hunter, and their primary Stats are IQ and Speed.
A Class for those who want to get the job done. They are natural fit for completing Rescues and hunting down Outlaws. They can choose between Forewarn to predict a Foe's Move, or Arena Trap to prevent them from Fleeing. Their Specializations are First Responder or Bounty Hunter, and their primary Stats are IQ and Speed.
The brains behind any successful Team, using their wits to overcome problems and Foes. They get a choice between Prankster for confounding opponents at blinding speed, or Analysis to get a read on a Foe, and adjust. Their Specializations are Tactician and Sharpshooter, and their primary Stats are IQ and one attacking Stat.
Every Team needs someone who can talk the talk, and the Icon is the front-facing member. Their Ability choices are Cute Charm or Unnerve, in order to infatuate or sow terror. The Icon's Specializations are Team Leader or Silver-Tongued, and their primary Stats are IQ, Special Attack and Speed.
The stalwart and unwavering Team member, always taking one for the Team. The Guardian either gets Battle Armour or Marvel Scale as their Ability for a reliable defence, and their Specializations are Aegis or Ward, and their primary Stats are HP, Defence and Special Defence.
Sometimes, the best solution is the easiest one -- just hit 'em really hard. Mastering Physical Moves is what the Brawler brings. With a choice of Intimidate to put enemies on the backdoor, or Steamroll to ignore bad type matchups, they can be a real blunt instrument. Their Specializations are Rapid or Fury, and their primary Stats are Attack and Speed.
Where the Brawler is a blunt instrument, the Specialist is a refined, well-placed strike. A Master of Special Moves, the Specialist has Competitive to stay in-tune with their Foes, or Chameleon to turn a Foe's Ability against them. Their Specializations are Swift or Patient, and their primary Stats are Special Attack and Speed.
Core Mechanics: Dicepools
So, you've read up about some of the main points about this System, but maybe you're having a hard time visualising how all of this works. So let's lay down some terms.
This system is a d6 Dicepool System. That means you roll a six-sided die (d6) to resolve something -- and the more of these dice you roll for a Move, Skill, etc. at anyone time, that means your "Dicepool" is higher for that thing you are doing, which represents a greater level of proficiency or power in that thing.
For most things, you roll just 1d6, and add the relevant modifier from that skill or ability. If your character has a Skill as a Minor Skill, they'd get to roll 2d6. If it's a Major Skill, you roll 3d6!
Moves that you can learn increase in Power as you attain higher levels. A Water Gun might be 1d6, but a Hydro Pump will do 4d6! You get the idea.
Certain factors might affect your Dicepool for a Roll. Say, for instance, you roll 2d6+Attack for a Physical Move, but your Move's Type is Resisted by the target. In that case, you'd only roll 1d6. But if it were Super Effective, you'd roll 3d6! (NOTE: In the case of 1d6 rolls that are resisted, you'd roll normally, but do half damage instead)
Core Mechanics: Exploding Dice & Adventure Tokens
A major part of this system is Exploding Dice. Whenever you roll the highest value on your d6 (a 6), you add that to your total, and get to roll that dice again. Exploding Dice applies any time you roll your d6, and the more dice you roll, the higher the likelihood one will explode.
And yes, if you explode again on a die, you can keep going until you don't hit a 6! This gives Exploding Dice an exciting, swing-y feel that can make some truly fun (and occasional chaotic) moments. This is how Critical Hits will function in Combat too.
So, a 1/6 chance of the happening? Big whoop. But here's the kicker: Adventure Tokens.
Every time you fail in some way, such as failing a Skill Check, defeat a Pokémon in Battle, find an Item, uncover a secret, or as a reward for good roleplaying, you'll gain an Adventure Token. You can use these Tokens to increase the face value of your die roll by 1. So, say you rolled a 5 on your d6 -- you can then use a Token to make it a 6, thus causing it to explode!
This mechanic is here in service of the game's "fail-forward" mentality, that lets you bounce back from failures and keep your story going. You're the heroes, after all! But be warned, the GM will have a similar resource to this in Dungeons for their own amusement, and to turn up the heat on your party should you not be thorough...
Well that's all for this post! Sorry I've missed out on last week's post, life has been hectic, especially being a month away from the release of my first ever TTRPG. I've been organising and running playtests to iron out any glaring issues with the game. See you next time, folks!