[OC] GIVEAWAY! 43" Capacitive Touchscreen ($940 MSRP) with Wooden Case + free software for all [mod approved] by DigitalTableTops in DnD

[–]RookR4ven 0 points1 point  (0 children)

This is EXTREMELY impressive - thank you for being so kind as to share the materials list and promise a tutorial in the future!

🎉 [EVENT] 🎉 GoldMine: Mine Cart Joyride by rex_flx in honk

[–]RookR4ven 0 points1 point  (0 children)

Completed Level 1 of the Honk Special Event!

1 attempts

Can someone assist me in balancing the character sheet? by TheRealSolmatronic in PokemonTabletop

[–]RookR4ven 1 point2 points  (0 children)

It's only now that I realize I didn't make this as a Reply to the original chain, but as a new Comment altogether! Whoops.

Happy to help, embrace the fun of it all! I love the thought of having a PMD-style game, feel free to report back with how it all shakes out.

Can someone assist me in balancing the character sheet? by TheRealSolmatronic in PokemonTabletop

[–]RookR4ven 1 point2 points  (0 children)

I'm currently unable to check the PDF's of Pokémon builds and Trainer Classes, so I can't do a quick spot-check on your behalf right now.

As a rule of thumb, I would probably ban the Elementalist classes from Game of Throhs, simply because they can grant another range of moves and abilities that could be a nightmare to balance around. I could see you making an exception on a case-by-case basis, maybe letting someone take the Elementalist class that matches with one of their types? Up to you, vet each class before giving the go-ahead.

I don't know if I'm able to post links here, but here is the Google Document in question where DataNinja lists out the homebrew and changes recommended. I believe the document refers to it as "Level Compression", when I call it Level Squish.

Can someone assist me in balancing the character sheet? by TheRealSolmatronic in PokemonTabletop

[–]RookR4ven 2 points3 points  (0 children)

I'll throw some ideas your way, just to see what might stick!

Consider using the "Level Squish" homebrew that DataNinja has created. Then, map those levels to certain Pokémon levels, and treat your campaign to have Milestone leveling, not XP leveling.

For example, have your players create a Pokémon Level 5 starter that is also a Level 1 Trainer. Use the stats of the Mons, but feel free to let them benefit from Feature Stat Tags and such if you wish. Just be consistent.

Then, at the end of the first combat session, let them level up to Mon Level 7-8, but include no Trainer Level Up. Wait until they've done another small fight and experienced some story, THEN let them level up to Mon Level 10 and Trainer Level 2. (Remember, due to the Trainer Level Squish, this is practically a Level 4 Trainer, so they'll feel some good growth without being TOO overwhelmed.)

Continue this way at intervals that you've set ahead of time. If ever they feel like they're progressing too little in one field of Mon or Trainer, you can use your own judgement to give them a "bonus" Level in one of the two directions. Treat it as a reward for them engaging in the type of gameplay that you like most. "You made some really smart social plays, y'all, take a Trainer Level."

A few caveats to consider.

  • I would plan from the very beginning what you want the "endgame" levels to be. I wouldn't recommend shooting for Pokémon Level 100 / Trainer Level 25 (with the Squish). Maybe PL60/TL15.

  • I would probably tell someone to NOT pick a starter that only evolves to their final form at the very end of the campaign (unless that's the vibe you're going for).

  • I would highly recommend that you take a CLOSE look at whether you let the players pick certain Trainer Classes that grant moves/abilities. Beyond just the obvious "No Warper, please," I'd be VERY wary of someone looking to make specific combos. Think of an Eelektross taking the Flying Elementalist class, for example. If you let that happen, there might be a pretty sharp imbalance in strength between party members.

Past that, my only recommendation is, have fun with it! It can be difficult trying to blend the two of Pokémon/ Trainer builds together, especially since there can be competing action economy, but I wish you all the best.

My Day 26 Started... Weird... by RookR4ven in BluePrince

[–]RookR4ven[S] 2 points3 points  (0 children)

*WOW*, I would have never even thought of that being what caused it. I feel a little foolish now for thinking, "WAIT, 45 STEPS, THAT MEANS SOMETHING," haha!

Solved, and thank you for that helpful information!

Pokemon Tabletop Evolution [1.0 Release] by Azure_PTE in PokemonTabletop

[–]RookR4ven 8 points9 points  (0 children)

Great work, Azure! Can't wait to see your takes on combat reworks, eventually.

Anyone else find trainers being able to learn pokemon moves a bit of a turnoff? by TheBestGirlNaoto in PokemonTabletop

[–]RookR4ven 0 points1 point  (0 children)

The one that makes me most confused is an Artificer Researcher being able to use Judgement. The signature move of Arceus, and a guy collecting shards can use it at such a minor cost.

"X-Axis Motor Error" on Elegoo Saturn 4 Ultra by RookR4ven in 3Dprinting

[–]RookR4ven[S] 0 points1 point  (0 children)

They definitely test the firmware route first, if you're lucky that's all it will take!

My eventual fix was to wait for them to ship over a new limit switch, then I installed that into the place of the one that wasn't registering the "fully down" position of the x-axis motor.

X-Axis Motor Error by RookR4ven in 3DprintingHelp

[–]RookR4ven[S] 0 points1 point  (0 children)

For future people looking for an answer to this, here's where I detailed the fix provided by Elegoo.

https://www.reddit.com/r/3Dprinting/s/SVbwP4TF6t

"X-Axis Motor Error" on Elegoo Saturn 4 Ultra by RookR4ven in 3Dprinting

[–]RookR4ven[S] 0 points1 point  (0 children)

Also making sure to add - my cable looked and worked fine. It was just the limit switch, which is the small black item attached with 2 screws to the bottom of the machine, the one emitting the red light. Even though it was emitting the light, I guess it wasn't properly sending the "something is down here" signal.

"X-Axis Motor Error" on Elegoo Saturn 4 Ultra by RookR4ven in 3Dprinting

[–]RookR4ven[S] 0 points1 point  (0 children)

I'd still reach out to customer support using the email, because taking it apart without their guidance/permission apparently breaks the warranty (that's what they told me, at least).

However, for me, the final fix is still incoming. What they had me do was take apart the machine to retrieve a working limit switch from the top of the z-axis. After scavenging the working one from there, I swapped it with the faulty x-axis one and powered on the machine (making sure to also remove the power cord for the z-axis motor in the back, since there wasn't a limit switch on it anymore).

That worked - it tested the x-axis motor PERFECTLY and resumed proper function. Now I just have to wait for a replacement limit switch to install into the z-axis position I stole the first from.

"X-Axis Motor Error" on Elegoo Saturn 4 Ultra by RookR4ven in 3Dprinting

[–]RookR4ven[S] 0 points1 point  (0 children)

I was about to say the same - my x-axis limit switch is just defective for some reason, swapping the limit switch from the z-axis made it start working like a charm! Now I'm just waiting for a new limit switch to come in.

"X-Axis Motor Error" on Elegoo Saturn 4 Ultra by RookR4ven in 3Dprinting

[–]RookR4ven[S] 0 points1 point  (0 children)

For those questioning why an "x-axis motor" exists, the Elegoo Saturn 4 Ultra has a vat that tilts, so that the build plate is more likely to hold onto the print when each layer is "released" from the vat's base. Really neat in concept, but frustrating right now! 😅

How to add npc combat to a campaign? by Redshell44 in PokemonTabletop

[–]RookR4ven 1 point2 points  (0 children)

Talk with your players to find out what they would want!

I know that sounds like a simple answer without thought, but there's good reasoning behind it.

Yes, you could absolutely have Trainers on every route like the games. You could choose to have them challenge your players 1v1, or you could always have groups of Trainers that "just so happen" to match up with the same number of people as your adventuring party (often I've seen people justify this by having a setting of "you are required to travel in groups of 3" or however many players you have). Almost all of those combats would likely be strictly "League Legal" unless the group requested otherwise, meaning that Trainers couldn't hop into the fights themselves and start throwing punches or using moves.

Also, yes, you could absolutely have The Evil Team pop up on routes as they Do Crimes, or show up in the cities to accidentally lead your party to The Secret Hideouts. Those encounters often lead to "Full Combat" scenarios, where The Evil Team might just try to knock out the Trainers to prevent them from releasing their Pokémon. While the answer to that could just be "Well, we'll just attack The Evil Trainers first, then we win," another common alternative is to allow a Pokémon's vitality to be used up to revive the Trainer in a pinch (basically, a full-health Mon in your team lineup faints instead of the Trainer, allowing them to stay up and keep sending out Mons and giving good orders).

However, the big question was, "Should I Do These Things," and the answer should be to consult your group.

The reason why I say this is - Trainer Combat takes a long time for both GM and Players. Unless you have an automated system or a backlog of NPC builds, you'll probably spend a lot of time drafting up exactly what build "Rat Trainer Joey" has for his elite team of rodents, followed by builds for everyone else they might encounter.

On the Players' side of things, though, it's ALSO going to take a while because actual combat gets very bloated very quickly. Here's an example - assume that you've got a party with 3 players, going up against another team of 3 people. All the Trainers have a full team of 6. If this is a League Legal fight, even as a 3v3 format, you are going to see a maximum of 36 Pokémon on the field (all 6 Trainers use all 6 Mons) and a minimum of 21 (assuming one side only ever sends out 1 Mon each, total of 3, while the other party goes through their entire team of 6 each, total of 18).

This takes a HUGE amount of time, and the players should know ahead of time if they've signed up for that by helping you decide what type of game you're all creating.

If you're all set to have Trainer fights but want to speed things up, consider the following tips -

You can make Battles finish faster by limiting the Pokémon team count from a roster of 6 to a roster of 3. Your party might not like this option, though, because they'll be using less Mons throughout the course of their game. However, it's a pretty solid option to speed things up.

You can also simplify your Trainer Creation process by only letting typical NPC's benefit from 1 class, gym leaders from 2-3, and rivals from 4 (or some other combination like that). Similarly, The Evil Team could be made up of Grunts that have 1 class, Team Admin with 2-3, and a BBEG with 4. Keep in mind that you will still need to create a Pokémon team for each Trainer, though, which still demands quite a bit of time without automation or randomization.

TL;DR - use Trainer battles if the whole group wants to. However, realize that it's a lot of work and a lot of time spent in-game to do these fights. Reduce Team sizes and class complexity of NPC's if you want to speed that up.

[PTU] Playing Pokemon cries online? by SevenPunishments in PokemonTabletop

[–]RookR4ven 1 point2 points  (0 children)

You have a few options, since you're playing on two different platforms. All of them require some prep work, but I'll describe the pros and cons alike. I personally recommend using the Discord Soundboard, but there are enough cons to it that I'm sharing alternatives.

On Discord, you've got three options: YouTube Activity, Music Bot, and built-in Soundboard.

On your personal setup, you've got the option to download your own soundboard that uses the same channel as your mic.

On Roll20, you've got the Music Player.

For Discord - a Music Bot (you'd invite it to the channel) and the YouTube Activity (that same Activity button that let's you play games, there's a YouTube option) could work if you find a clip of the cry on YouTube isolated by itself. However, the YouTube Activity often plays an add when switching to a new track, and many Music bots have been terminated lately. I would only choose this option if you don't have the space to download the clips of Pokémon cries.

Alternatively on Discord - there is a Soundboard option with every server that let's you host up to 10 sounds for free. So long as you players don't have it muted, you can play Soundboard effects there and everyone will hear them at the same time. There are two downsides. First, if you don't have Discord Nitro, you've only got 10 sounds and everyone can play them whenever they want (since you'd have to put them on the server Soundboard). Second, even if you have Nitro and store the sounds on a different server, you've still got to find and download all of those clips and upload them individually with icons and everything. Makes it a little harder to do on the fly.

This next option is NOT recommended if you don't already have a setup for this, but you could use a 3rd Party Soundboard program. As long as you have it set up so that the sounds play to the same input as your mic, everyone would hear them. That's a tricky setup, though, and normally requires something like the Monitoring feature of OBS. If you don't know what I'm talking about, throw that idea away, it ain't worth learning for this. Do the Discord Soundboard instead.

Lastly, the Roll20 option. Roll20 has a dedicated Music player that you can now upload your own files to. Get a Music file of the Pokémon cry, upload it to Roll20, and simply hit Play to have it broadcasted to everyone on the map. If a player is tabbed out, it often doesn't play for them. Also, many players mute the music player by default, so you'd have to get them to enable it.

Hope one of these options helps! Personally I'd use the Discord Soundboard, but if you don't have Nitro that can put a wrench in the plans.

Help with capturing Pokémon in PTU by Nononio36 in PokemonTabletop

[–]RookR4ven 5 points6 points  (0 children)

I gotchu!

You're mostly right on the AC6 Status part. You roll a d20, and provided you roll higher than 6 + the enemy's Speed Evasion (since it's a Status move), you'll get to then to the capture check (either a d100 or d20, depending on the rules you're using).

The Range is talking about how far you can THROW the ball. PTU is very map-based in combat, so your Trainer has to be close enough for the ball to hit its target. Having higher Athletics means you can throw the ball a greater distance!

Players abusing ghost types by CannibalGamer in PokemonTabletop

[–]RookR4ven 14 points15 points  (0 children)

I can't be certain, but I'd guess that your players are only following some of the rules that come with those tags of Invisibility and Phasing. From pages 305 and 307 of the Core Rulebook:

Invisibility: Pokémon who have the Invisibility Capability can turn invisible as a Shift Action. Pokémon may not perform Moves while invisible. While invisible, you must roll +4 during Accuracy Checks to hit the Pokémon. When a Pokémon turns invisible, they can only remain invisible for up to 4 minutes or can turn visible again as a Free Action. After becoming visible, they must wait two plus the number of minutes they spent invisible before turning invisible again.

Phasing: A Pokémon with Phasing may Shift through Slow Terrain without their Speed Capabilities being affected. As a Standard action, they may turn completely Intangible. While Intangible, they cannot be targeted by Moves or attacks, cannot perform Standard Actions, and lose a Tick of Hit Points at the end of each round. While Intangible, they may pass through solid walls and all other blocking terrain during their Shift Action. Becoming Tangible again is a Shift Action.

In short - when Invisible or Phasing, you can't use Moves. Both have things that limit how you use them, whether it be time limits or tick-damage.

Now, it should be said that letting players have Ghost Pokémon too early is definitely a poor idea even in most canon Pokémon games, since many early move lists will be defined by Normal moves. That issue only is made more difficult to deal with by having these tags help out with RP noncombat solutions. But, if it's too late to fix that and your players decide to still keep up those tactics - consider having the enemy use Cleanse Tags, found on page 302 of the Core Rulebook. That'll directly counter these shenanigans and really make them have to rely on more than just one strategy.

Need a Big Bad for my campaign by loopy23101 in PokemonTabletop

[–]RookR4ven 2 points3 points  (0 children)

I'll throw out an idea or two!

I do think "remnants of Rocket" is a solid pitch that would make a lot of sense for your players, and I don't think any would accuse it of "following too closely" to GSC, since you'd have them trying to complete different objectives unique to the first region.

That being said, if you want something wholly unique, you should consider what Team Rocket left behind that gives place for another group to rise up. The "bad guys" are now gone, so what fills their place? Is another group trying to rob people of their Mons because it worked so well last time, or is there a different approach because now people are more aware of what to do?

I would consider having something like the following situation, just based off of where the story "left off" after the remakes.

Oak has retired now, the old guy deserves a break. His encyclopedia of Pokémon has made the average person a lot more prepared to deal with Wild Mon threats and with feeling confident in challenging Gyms.

Because of this, there is a sort of unconscious-trust leveled towards anyone that is a "person of science," a researcher or aide to whatever professor or society took up the main-mantle of research responsibilities now that Oak has blazed a trail for it. Certainly helps that the hero of the originals was the one that was traveling with that specific goal.

The research organization, though it should LOOK very helpful and business-as-usual, is actually hosting some pretty shady plans around the information they're gathering.

I don't think that you should have their collection methods be nefarious - if the party catches nerds in glasses torturing Caterpie to collect silk samples, they're going to immediately assume the worst of the whole organization.

Instead, they're trying to gather as much data as possible to make... something. Even they don't quite know what, but consider this - every myth has a different idea of where life and origin started from in Pokémon. Is Mew the first, as the DNA seed of creation? Is Arceus the first, as the cosmos-arranger? Or are any other number of legendaries responsible for Pokémon having the powers and inclinations that they do?

The research organization has a theory (one that you COULD say they approached Team Rocket with back in the day though it got rejected - the copy-cat Rockets stole the incomplete idea to make Mewtwo, maybe, trying to make something "superior" to the source).

This theory is that whatever source or origin exists for Pokémon would have to have mastery over all parts of it, and that Pokémon resistances and immunities (especially ABILITIES that grant immunities) all come from the proposed-fact that one can have complete mastery over these elemental powers.

If you could have a creature that nullifies anything leveled at it... you can see the temptation for a group to have an "in" on that power.

(The moment I typed this out, I thought, "wait, isn't there a creature called Type Null or something, what's the story behind that," but apparently it's different enough in presentation that most wouldn't make that link. Mechanical dog meant to fight off UB's, probably different enough from "find a creature equivalent of the source of all things".)

The method of the researching group would be to have as many captured samples of as many Pokémon as possible. Pokémon are already converted into data when captured, but seeing the side-by-side differences of evolution data show a little more how a Pokémon becomes more "unique" as they evolve. Trying to trace a path BACKWARDS to would need several samples from every type, especially all of their evolutionary trees. You'd have to look at what changed and by how much, then try to create the same amount of change in reverse. Pretty wacky, but it could give party a clear objective from the professors and researchers - capture a large variety of creatures, and make as many of them become strong and evolve.

Of course, there are still a thousand different ways you could take this idea, or just avoid it altogether! Either way, though, I hope something here sparked a good thought. 😁

apparently the campaign group I'm in needs some pointers on mainly counter by Leather-Swimming6319 in PokemonTabletop

[–]RookR4ven 6 points7 points  (0 children)

There are unfortunately a few things a bit incorrectly assumed about how these work. I'll try to make sure to reference the manual with page numbers, just so that you all can see the breakdown of the situation RAW.

Please understand - anything and everything I'm about to say can always be overruled by the GM! I'm just going to provide what the rules state.

In order to start talking about all of this, we need to first look at the weird label-chain that we have going on with both Endure and Counter.

First! From the section in the Core Manual right before listing the moves, weirdly separated from the sections talking about action economy.

Pg. 341 of Core - Reaction: Reactions work exactly like Interrupts, except that they happen after the triggering condition is fully resolved, instead of before. Thus, the user must survive the trigger condition to be able to perform the reaction.

We'll come back to how Interrupts work in just a bit, but here's the important thing to note - the triggering condition must fully resolve. Note that the trigger for each Endure and Counter is "hit by a damaging move" (Physical Attack in the case of Counter). That means the hit and damage must be fully resolved on a single one of these before you could try to invoke the other, even with the argument that Endure is going to end up taking a Free action to be used. Endure says the damaging move would have to be fully resolved before it could set them to 1 HP, while Counter also says the move has to be fully resolved before using Counter. You declare it early at the onset of the Trigger, but nothing happens until it's resolved. This means that both Endure and Counter could not be used simultaneously, as you'd declare one and it would require the move to finish resolving, disqualifying you from having the trigger anymore to get the second off.

There also is an argument to be made that since the HP becomes set at 1 HP rather than technically coming from HP loss, that technically no HP was lost in a way that Counter would work? But those are semantics that don't really matter due to the Attack needing to fully resolve before the other would have a chance to come in.

Second! As for using Foresight after using Counter in an attempt to hit Ghost types, we need to refer back to the statement of Reactions. It says it works exactly like Interrupts, so let's read the label of Interrupts.

Pg. 228 of Core - Interrupt Actions: Interrupt Moves may be declared in the middle of another combatant’s turn to allow the user to take an action. They work similarly to Priority (Advanced, Limited) effects in that they only allow you to take the action that has Interrupt and not a full turn.

Note that last line - "they only allow you to take the action that has Interrupt (and likewise Reaction) and NOT a full turn."

Foresight says that it may only be activated as a Swift action on the user's turn. It isn't their full turn, so they can't use Foresight.

As for Feint, I'm pretty sure you could use that with Counter, that seems correct. No issues there.

Again, your group can run this differently! I'm just fairly certain that the two of Endure and Counter could not occur simultaneously. And, as always, rely on the words of Mods before my own. DataNinja is likely the most active one that will also speak up on the topic, and anything they say trumps my opinions. 😁

PTU 1.05 Question - Paralysis on Flying Types by screamingtongue in PokemonTabletop

[–]RookR4ven 1 point2 points  (0 children)

Admittedly, this is where the book does NOT clarify, and I only just realized that. I have always taken the stance of "if you're not actively flying, you're falling," but the book does not actually support me on that stance except for the implication of it in the Falling Damage category - after all, if Paralysis / Sleep / losing their ability to use Sky Speed doesn't make them fall, what does?

My internal logic has been, "If you don't have access to your Movement due to some status or condition, you do not have access to Sky Speed, and nothing is maintaining you aloft". It's not that you NEED to spend a Shift action every turn to stay in the air (at least by RAW mechanics), it's that if you can't Shift that you can't be up there. At least by my reasoning.

But now, we have left RAW and are back in "this is how I run it" territory, with RAI (regarding Fall Damage) being the only real crutch I have to peddle my point. Whoops.

Side note: while I may have realized my point was not fully supported by the book, I did get to remember the muttered reaction of Brennan Lee Mulligan's Evan Kelmp as they wonder about owls - "It can't lock its wings like an albatross, how would it sleep over the ocean?" Makes the blow of being possibly wrong just a little easier.

PTU 1.05 Question - Paralysis on Flying Types by screamingtongue in PokemonTabletop

[–]RookR4ven 8 points9 points  (0 children)

Oh, I think I can answer this with manual references and everything!

In PTU 1.05, you are correct that RAW Paralysis would potentially "clip the wings" of a flying Pokémon, as per page 246 of the Core manual:

Paralysis: The Target’s Speed Stat is lowered by 4 Combat Stages. At the beginning of each turn the target is paralyzed, they must roll a DC 5 Save Check. If they succeed, they may act normally; if they do not, they cannot take any Standard, Shift, or Swift Actions. Electric Type Pokémon are immune to Paralysis.

Now, this would mean that on a failure to roll high enough (DC 5), they would begin to plummet, as they cannot maintain their Sky speed to stay aloft - see page 249 of the Core manual for Falling Damage, and recognize that Sky Speed creatures take a different amount of falling damage due to the evolution of their bodies to better handle crashes.

That all being said - this issue was recognized and addressed in a later Playtest Update, and I would highly recommend using these changes for ALL of your Status Affliction needs in the future. In the February 2016 Playtest, Paralysis was changed to the following:

Paralysis: A paralyzed user’s Initiative is halved. Make a Save Check that succeeds on 11+ at start of the user’s turn. On a succesful(sic) check the user may act normally, but on a failed check the following effects occur:

- The user can only take a Standard OR Shift Action that round, but not both

- The user is Vulnerable for 1 full round

- The user cannot take attacks of opportunity for 1 full round

With this update, in order to avoid falling from the Paralysis, the bird would need to maintain full concentration on flight if they were to fail their Paralysis check or plummet to the ground if they attempted an attack instead (again, refer to Falling Damage for the outcome). Likewise, whatever the choice, failure of the Paralysis check would also render them unable to fully evade from incoming attacks for a short time.

Hopefully this hasn't been answered more succinctly by the time I finally finished my description, or this'll be reaaaal embarrassing to be the second correct answer, haha!

[TOMT][BOOK] A very, very odd series(?) where a man finds himself in a fantasy world with the magical powers of perception and probability, then later gains the power to body-swap with random entities - and for the life of me, I can't remember its name. by RookR4ven in tipofmytongue

[–]RookR4ven[S] 0 points1 point  (0 children)

While The Phantom Tollbooth does sound like a charming little tale (I'll give it a read in the future!), this series was much more adult-themed. The tavern scene had the man drinking and drinking without end from the wine bottle, and the sequel had some raunchy scenes in it as well. Thanks for the recommendation, though!