Haha! There’s thankfully not enough money in TTRPGs for Nintendo to care.
- 4 Posts
- 19 Comments
HeavenlySpoon@ttrpg.networkOPto
rpg@ttrpg.network•Pocket Monster Adventures — A TTRPG based on the first generation of Pokémon
2·9 months agoHaha! That one’s for the champion, where it should hopefully be a bit less of a surprise.
HeavenlySpoon@ttrpg.networkOPto
rpg@ttrpg.network•Pocket Monster Adventures — A TTRPG based on the first generation of Pokémon
2·9 months agoIt’s just those 6. Keeping the list small was a deliberate choice to keep things manageable. These are just here to give some Gym Leaders a Pokémon not normally found in the wild in the hopes of making them a bit more interesting.
HeavenlySpoon@ttrpg.networkOPto
rpg@ttrpg.network•Pocket Monster Adventures — A TTRPG based on the first generation of Pokémon
2·9 months agoHa, weird, thanks for pointing it out!
Also, a small heads up: the most recent version fixed an issue with TM25 Thunder which slipt in at some point. Some of the Pokémon sheets incorrectly showed it as available or unavailable.
And since nobody’s going to check this comment chain anyway, here, have some extra Pokémon:
https://heavenlyspoon.wordpress.com/wp-content/uploads/2025/10/new-pokemon.pdf
These are part of a companion book I’m working on with a suggested gym for each of the 50 TMs and a couple of pre-designed regions.
HeavenlySpoon@ttrpg.networkOPto
rpg@ttrpg.network•Pocket Monster Adventures — A TTRPG based on the first generation of Pokémon
2·10 months agoIt normally is just a copy, but I edit the dex file for small changes instead of doing a full copy since that’s a bit quicker, but yeah, I apparently didn’t actually change it in the main doc. Oops.
And yeah, Articuno is deliberate. I liked it taking up most of that page, and this way seemed like a neat way of not having to shrink it as much.
HeavenlySpoon@ttrpg.networkOPto
rpg@ttrpg.network•Pocket Monster Adventures — A TTRPG based on the first generation of Pokémon
2·10 months agoHappy to hear that! And I’m always happy with more bug reports (as long as they’re fixable). Yeah, Disable should be 1 hit.
I don’t notice the edge clipping on my copy of the Pokédex, but I could’ve accidentally uploaded an older version. It should be good now, I hope.
I’ve updated the document with some other minor changes as well. They’ve been in the doc for a bit now, but this seemed as good a time as any to actually implement them.
HeavenlySpoon@ttrpg.networkOPto
rpg@ttrpg.network•Pocket Monster Adventures — A TTRPG based on the first generation of Pokémon
2·11 months agoWeird, I don’t know how that happened, but it should be fixed now. And I’ve had a few projects now where someone just did a thorough proofreading and it’s been awesome every time. The helpers of the internet don’t get nearly enough credit, so it’s the least I can do!
HeavenlySpoon@ttrpg.networkOPto
rpg@ttrpg.network•Pocket Monster Adventures — A TTRPG based on the first generation of Pokémon
1·11 months agoVersion 1.2 is up! It should include fixes for everything you pointed out. There’s a short overview in the Version History.
Some design clarifications:
- Amnesia doesn’t work out of battle, I’ve added a clarification to the move.
- I hadn’t actually considered Transform out of battle, that one’s on me. It now gives you that entire Pokémon’s moveset, but every move uses a d4 Move die to balance out the lack of PP.
- It’s deliberate that some Pokémon have more than one Basic Move. It felt kind of arbitrary for Poison Sting to be one for Weedle but not for Nidoran. I have removed Transform’s Basic status for Mew, though.
- There’s no benefit to catching higher-stage Pokémon, the catching rules mostly just make it a bit harder to get higher-stage Pokémon early. By making excursions into higher-difficulty areas more costly, it should hopefully keep trainers within their intended zones without explicitly forcing them to. But yeah, if you want a Machamp, you should probably try to find a Machop instead.
- MissingNo.'s size difference wasn’t intentional, but I’m definitely keeping it.
Thanks for the thorough read-through, I really appreciate it!
And lovely to hear that you’ve got a group together! I’d love to hear how it goes!
HeavenlySpoon@ttrpg.networkOPto
rpg@ttrpg.network•Pocket Monster Adventures — A TTRPG based on the first generation of Pokémon
2·11 months agoOh wow, thanks a lot! I guess I know what I’m doing this weekend.
HeavenlySpoon@ttrpg.networkOPto
rpg@ttrpg.network•Pocket Monster Adventures — A TTRPG based on the first generation of Pokémon
1·11 months agoI figured out what happened, apparently the Vileplume sheet snuck onto my Pokémon sheet template. It should be fixed now.
HeavenlySpoon@ttrpg.networkOPto
rpg@ttrpg.network•Pocket Monster Adventures — A TTRPG based on the first generation of Pokémon
2·11 months agoWeird! I don’t know how that happened, can you give a page number for where it shows up?
And yes, please share any typos you find!
HeavenlySpoon@ttrpg.networkOPto
rpg@ttrpg.network•Pocket Monster Adventures — A TTRPG based on the first generation of Pokémon
2·11 months agoJust replying to let you know that I’ve changed move to Move whenever it’s not referring to movement and that I’ve changed Paralysis to the easier option of not being able to move this round and next round. It definitely plays differently, but it’s quicker and should hopefully be easier to understand!
HeavenlySpoon@ttrpg.networkto
Nintendo@lemmy.world•Kirby Air Riders Direct summaryEnglish
2·1 year agoThis feels like they gave Sakurai carte blache and I’m here for it! Kirby Air Ride was an absolute gem and probably the best showcase of Sakurai’s design sensibilities. Definitely my most anticipated game of the year!
HeavenlySpoon@ttrpg.networkOPto
rpg@ttrpg.network•Pocket Monster Adventures — A TTRPG based on the first generation of Pokémon
2·1 year agoFeedback is always more than welcome!
I might just change Paralysis at this point, it’s been a bit annoying to track in playtesting and if it’s apparently hard to understand as well it may not be worth it. The general goal of conditions was to have them go away as quickly as possible to keep things simple, which is why Paralysis disappears at the end of the start of turn, but having it just be no-movement for 2 turns is probably the better option. I’ll have to do some playtesting first, though.
And capitalising Move is probably the easiest option. I’d have to check if that causes anything weird, but probably not.
HeavenlySpoon@ttrpg.networkOPto
rpg@ttrpg.network•Pocket Monster Adventures — A TTRPG based on the first generation of Pokémon
2·1 year agoHmm, techniques might work, but space is often limited and it’s quite a bit longer than “move”. I’m aware of the issue, but didn’t have a clean way of solving it. I couldn’t use “attack” since there’s already an Attack die and abilities are also a thing in Pokémon in general. If it was going to be confusing regardless, I figured I might as well stick with the name used in the games. Basically, move as a noun is an “attack”, move as a verb is movement. I may have to try to fit that clarification in somewhere…
The thing to keep in mind with Paralysis is that every round starts with determining turn order, any Paralysed Pokémon move to the end of the turn order and then loses Paralysis. The not-being-able-to-move bit is only relevant if the Paralysed Pokémon hasn’t acted yet that round.
HeavenlySpoon@ttrpg.networkOPto
rpg@ttrpg.network•Pocket Monster Adventures — A TTRPG based on the first generation of Pokémon
3·1 year agoThanks!
I have never actually run a Pokémon TTRPG I didn’t make myself, but having read through a few, I was always struck by how much work they demanded from the GM. Having to basically design each Pokémon the players will face seems like such a daunting task. On top of this, enemy Pokémon usually have to be run the same as those of the players, which again means a lot more work for the GM. I’m a lazy GM at heart, and that just would not be possible for those games.
I tried my best to make things as easy on the GM as I could. With some experience, you should be able to start a battle from scratch in less than a minute, and you don’t have nearly as many decision points as the other players during the battle.
HeavenlySpoon@ttrpg.networkOPto
rpg@ttrpg.network•Pocket Monster Adventures — A TTRPG based on the first generation of Pokémon
2·1 year agoFeedback is always welcome!
The issue is that for out-of-combat actions, the move die has the same function for both types of moves, so giving it a different name could lead to more confusion. Additionally, any number mentioned on the move card always refers to the move die, so having different names might again be more confusing.
I hope I made it clear that special moves have a very different procedure, and as soon as you realise that, knowing that the “move die” is the die on the move card should hopefully make things fairly clear.
Part of the impetus behind the combat rules was trying to make a singular “Special” stat not just functional but logical. If it was just going to be SpA/SpD combined, there’d be no reason not to split them. Having the split be damaging moves and effect moves solved that issue nicely, but it did necessitate very different mechanics.
Thanks for the feedback, though!
Ummm, actually… Based on the internal IDs, the Caterpie line was added all at once way after Venonat and later Venomoth. If there had been a readjustment or error, you’d expect these not to be in sequence (like with Wartortle losing its evolution and getting the first-design-phase Blastoise in its place). They may have decided to scrap Venonat, but then needed a prevo for Venomoth and kept it in despite the similarities to Butterfree, but having an evolutionary link between Metapod and Venomoth seems highly unlikely.




They’re like the only ones making actual money with TTRPGs and even then they need Magic to keep themselves afloat!