Pokemon as D&D monsters

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Mask_De_H
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Post by Mask_De_H »

Jerk with a Heart of Gold. If P and D are actively trying to fuck up the world, then Darkrai is a good guy. If they do it by being awake/existing, then he's a good guy. If P&D are benign beings, then evil dick.

The extra weight for legendaries seems like a good idea. However, it should only apply to multi-poke battles. So you can have a retinue of six Pokemon in your backpack, but when you want to get your tornado tag on, the squad system dictates that the match becomes a legendary vs. normal Pokemon handicap match.
Last edited by Mask_De_H on Mon Dec 21, 2009 4:54 am, edited 1 time in total.
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Post by Prak »

damn, there goes the image of Groudon sniping shmucks with solar beam while five plusles dance on his head using helping hand...
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Post by Jilocasin »

Yeah, I'd say Darkrai is a pretty good guy. I think Banette tops the asshole list and is also creepy as fuck.
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Post by Jilocasin »

Prak_Anima wrote:damn, there goes the image of Groudon sniping shmucks with solar beam while five plusles dance on his head using helping hand...
Well, there's no reason that two trainer's couldn't pull that off. :thumb:
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Post by Koumei »

Banette looks awesome. But not the one in that drawing with the ugly face. So a few points here...

So we obviously aren't doing Stat Boosts the Pokemon way, with percentile multipliers. Even having "The number of increases is applied as a bonus" means Belly Drum gives +6 and hey look, it's the 4E problem! We're probably looking at a damage multiplier/flat booster (for offence) and divider/flat reducer (for defence).

Sure, maybe some moves can lower or raise stats by a couple of points - as in "+/- 2 is the limit". Because of the kind of HP:damage scaling we're looking at, the game could happily survive big bonus damage or damage multipliers for high stats.

Also, so we're looking at each pokemon having 3*16 and 1*8-or-less moves over their career. Let's go with that 20 level thing. We wouldn't even need a progression chart: every list would just put the moves in the order you get them, with "Level X" there so you know when. And some lists vary it a bit.

So someone might, due to their lists, have 2 moves at level 1, gain another at level 3, then one at level 4, two at 5, skip 6... (keeping in mind that once you hit X moves you have to start replacing old ones, and have to have a specific number of At Wills), whereas this other guy gets a level 1 move, then a level 2, two level 3, a level 4, skip 5, three level 6...

Or we could do a 20-level chart and tie them all equally to that (meaning each list has a level 1, 2, 3, 4, -, 6, 7, 8, 9, -, 11, 12, 13, 14, -, 16, 17, 18, 19, -" move, so everyone gets three moves at level 1, and nobody ever gets anything at level 5 except for the stat increases.

I like the former idea more, as it means you can space them out to probably get at least one move per level. But maybe there's a good compelling reason (such as "It's more balanced if everyone gets the same amount of same-levelled stuff at the same time") to do it the other way.

And did we decide how many moves people should have? I like the 1 Ability, 3-ish At Wills and 3-5 "Prepared" (but still presumably unlimited uses?)
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Post by Username17 »

So long as every list gives out a first level option, it seems like the game would be more balanced and functional with the different lists handing out powers at basically random intervals. The first level options are all(?) at-wills and the higher level powers include at-wills but also include ones that have to be prepared. We don't want to get into the bullshit of 4e where the characters don't ever upgrade their fallback maneuvers. I genuinely want Flygon to be falling back on Dragon Claw, not Sand Attack. Since people will always be getting just a single Short List, and never without some full lists, it s acceptable for short lists to give out Prepared Moves at first level.

That being said, I don't think it is a wise idea to get overly hung up bou everyone filling up their at-will list at first level or any level. Tackle is on more than one list, and I could easily see some weird Pokemon like Girafig or Bronzor or some fairly uninteresting Pokemon like Hoppip or Sentret ending up with one move on more than one of their lists or just get shorted in their number of long lists altogether. I think this is potentially OK.

Now as to the big question on how to limit players from stacking up ith Articunos, I genuinely think that the Mystery Dungeon plan is a bad plan. Because Onyx and Wailmer are fucking huge but not especially world breaking. Just having a Pokemon being "big" is not enough for it to take up multiple slots. And Registeel and Celebi are totally hax, so being human sized or smaller is no indication that it should be allowed to run free in an otherwise full party.

My preferred solution I think is giving out a Leadership Score. That is that each Pokemon has a Leadership cost, and you can't lead more total points cost worth of Pokemon than your Leadership value. And totally badass monsters like Regirock or Groudon have a Leadership cost that is hueg like X Box and if you grab one, that's much of your team picked out right there.

An advantage to this, is that Enrothians already have an expectation of badass sorcerers and badass commanders ho can keep lots of troops in line being different but somewhat equivalent occupations. And what this means is that we can straight up give classes like the Psychic and the Medium less Leadership because they are in effect paying some of it to upgrade their Pokemaster. This also allows us to seemlessly use Giants or Pokemon as Pokemasters - just have them buy off their leader with their Leadership score reduction and run with it.

In conclusion: this is why Ash Ketchum is the best Pokemaster ever. It's because he is personally fucking useless, and therefore has the biggest possible Leadership score. So he can have a wicked badass Charizard. His class is "Pokemaster" and he's basically just a kid with a bug catching net and a bicycle.

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Post by Jilocasin »

Yeah, so leadership is just your point value maximum.
Jilocasin wrote:They could just have a point value maximum, justifying that wouldn't even be difficult. All you need to say is that legendaries need more of a trainer's attention, or whatever. So you could have a legendary and maybe three 'normal' pokemon or six 'normal' pokes before you reach maximum allotted point value for you team.
I like leadership a lot. Sounds great to me, and expanding it to make the kid with Struggle a good idea is pretty awesome. If no one has any compelling reason not to I say we go with a Leadership Score. I guess the question then becomes whether or not it's a static number or if it increases. I guess the biggest reason for scaling would be if you didn't want a first level character to be able to control a Charizard while a higher level character could have 4 or 5 flying around. I'm actually completely in favor of scaling, the math should be plenty workable too. Not to mention, starting out with a Starly and Mudkip and working up to a Staraptor, Swampert, Dragonite, Magneton and Rapidash (or Cauchemar) is very iconic.

So about moves, if there's no real expectation of filling up all your slots then the amount you originally posited seems fine. I think it should be assumed that of course people who play will greatly desire filling up all their slots. At least, the kind of people I play with would want to make sure their slots were filled as soon as possible.

I figure that most pokemon people would want to use would have three long lists and one short list. And assuming a few possible overlaps that gives us anywhere between probably 46 and 56 unique moves per pokemon. So yeah, if that's over a period of 20 levels it definitely lets us avoid the 4e "your at-wills are your at-will forever" thing. It's safe to assume that the same move on different lists will always be listed at the same level right? So Tackle is always level 1, Bubble is always level 2, etc.

Oh, also just as an aside. Are Continuous powers like Flash Fire and Motor Drive going to have their own lists? Or are they going to be dependent on species like the game/show?

Edit:
Anyway, over a period of 20 levels and fairly random distribution of moves I think it would be quite rare for there to be any empty levels. I consider this an extremely good thing. This is assuming pokemon with 3*16 and 1*8. Here are couple of spreads. There might be overlap, so, again, the actual number of unique moves is likely to be a couple lower.
LevelSpread 1Spread 2Spread 3
1 2 4 1
2 3 2 3
3 1 5 2
4 2 2 5
5 2 3 4
6 4 4 2
7 3 1 5
8 2 3 3
9 3 2 1
10 4 5 5
11 3 1 3
12 5 4 1
13 2 3 1
14 4 2 2
15 2 2 1
16 1 2 2
17 4 1 5
18 2 3 5
19 4 4 1
20 3 3 4


Here's another move set.

Desert Storm
  • Sand-attack
  • Gust
  • Rock Polish
  • Bide
  • Sand Tomb
  • Dig
  • Sandstorm
  • Rage
  • Camouflage
  • Earthquake
  • Spikes
  • Supersonic
  • Whirlwind
  • Ominous Wind
  • Earth Power
  • Fissure
Last edited by Jilocasin on Sat Dec 26, 2009 10:38 pm, edited 3 times in total.
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Post by Username17 »

I don't actually understand that table. The numbers don't seem to work out for anything I think it could plausibly be about.

In any case, I think some sort of decisions need to be made on points totals.

The first is leadership point maximum per pokemon. That is to say that we don't really want players to cash in all their pokemon for a single pokemon that happens to be six times the level. And simply jacking up the cost increase of level increases doesn't really accomplish an effective limitation of that without getting into extremely cumbersome and titanic numbers. If level increases are some exponent of point cost, things get pretty hairy after you put in 19 of them. Just for reference: 2 to the 19th is over half a million.

Basically there are two things we don't want: the first is having a player cash in their entire side for a level 15 Snorlax or Chancey that can seriously just heal itself faster than the entire enemy force could conceivably damage them and still get some poundings in to wear down the opposition. That can be solved either by putting a point cap on each pokemon or by setting the cost increase from level X to level X+1 to something that is relatively large enough that brokenly high levels are not affordable. The second pitfall we want to avoid is people fielding 80 Sandshrews. And the solution to that is to either hand out a hard cap on number of led pokemon or to put a base cost inherent in having a pokemon. Now obviously, the point shenanigans can't cover both eventualities, since one looks like this:
Image
And the other looks like this:
Image

Personally, I prefer the second option of point cost jiggery pokery, because numerically it's much more manageable with more than 2-4 levels available. And that pretty requires a point cap for individual pokemon as I understand things.

And what does that mean? That means that the preferred system would be to spend as many points on an individual as possible, because the "base cost" of filling the slot at all is non-zero. And then people would add in extra pokemon if they had points left over. That's probably a bit much, but if we made the cost increase at each level non-linear and non-exponential it could probably work. The expansion graph would look something like this:

Image

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Post by Koumei »

Those pictures don't show, Frank. Even when I right click > View Image.
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Post by schpeelah »

The hosting must've gone down. I could see them the first time around, but not now.
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Post by Username17 »

Yeah, those pictures went away. Wolfram Alpha has failed me again. Ah well. Have to use raw numbers.

Let's say that you wanted to use leadership cost incentives to get people to choose to upgrade their Pokemon by N levels or get a new Pokemon at roughly equal amounts. Obviously, the points cost of a Pokemon that is N levels higher must be double the points cost of the Pokemon of lower level. And that just leads to crazy - if N equals 2, then a 19th level Bulbasaur has to cost five hundred and twelve times what a 1st level Bulbasaur does. exponentials are just not a good way to set up incentives if you need to distinguish between 20 different options (and considering that that Bulbasaur could be an Ivysaur, there are a lot more than 20 different options). And that means that cost incentives just can't work to prevent people from spending all their points upgrading Mr. Mime - and that in turn essentially means that "incentivizing" people to not pore all of their points into on badass Gyrados is probably going to have to be done with a flat cap on the number of eggs that can be placed in one basket.

Now the flip side is getting people to field like six Pokemon and not thirty six of the fuckers. This can be done by putting absolute caps, and it can be incentivized by putting a basic points surcharge on each pokemon on the team. So for example, if it costs 10 points for a new Pokemon and 2 points a level, a player will want to pump their points into more levels rather than more Pokemon. Possibly too much so actually.

So here's a system that has sufficient advantages that it's the basis of D&D equipment: you have each level increase in cost by more than the last level. But you have a surcharge on each pokemon at all. The base cost might be something like 3 points + current level to increase. Which if you care is (Level) * (Level-1) + 3. And that would encourage people to grow their Pokemon at least to level 3 before buying a new one.

Now, level costs are probably going to want to increase by more than 1 point per level per level. And the base cost of each Pokemon is probably going to want to be high enough that the players are encouraged to grow their pokemon up to the sorts of levels you're looking for before they expand their army. But that's just a math problem.

The real problem is deciding what we actually want players to have. From where 'm at, it seems like the first level and twentieth level are pretty much spoken for, and the middle can be plausibly argued to go in any direction. At first level, the character has a sandshrew and a pidgie. At 20th level, the character has Tiamat, Battlebriar, Ninjask, Alakazam, Marilith, and Effigy. Which means that the following questions need to be asked:
  • At what levels should people have the spare points to make getting their 3rd, 4th, 5th, and 6th Pokemon worth while?
  • At what levels should people have the spare points available that it makes sense to have upgraded Pokemon in their faction?
  • At what levels should people have the spare points available to make putting a Legendary Pokemon on their roster a sensible life choice?
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Post by Koumei »

FrankTrollman wrote:
  • At what levels should people have the spare points to make getting their 3rd, 4th, 5th, and 6th Pokemon worth while?
  • At what levels should people have the spare points available that it makes sense to have upgraded Pokemon in their faction?
  • At what levels should people have the spare points available to make putting a Legendary Pokemon on their roster a sensible life choice?
A) I feel a good general guide would be 3rd at 4th level, 4th at 7th level, 5th at 10th level and 6th at 13th level. Give or take.

B) I'm not sure what you mean here. Do you mean "one or two shoot ahead of all the others by a few levels and are noticeably better"? Or actual evolutions or something else entirely?

C) Late-game. So, after 15th at some point, maybe even in the 18-20 range.
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Post by Username17 »

Koumei wrote:B) I'm not sure what you mean here. Do you mean "one or two shoot ahead of all the others by a few levels and are noticeably better"? Or actual evolutions or something else entirely?
So you've got different qualities of Pokemon. The base cost of Noctowl is higher than the base cost of Hoothoot. And the base cost of Kadabra is higher than the base cost of Abra. Now that could be handled several ways, and I'll get to that in a moment, but the key takeaway concept is that at some point you'll b able to plausibly have a Kadabra instead of an Abra based on your limitations on point spending. And at some point you'll want to have a Kadabra instead of an Abra based on what that kind of point expenditure would do to your team as a whole (and these two points may or may not be the same).

A rather obvious idea is to make the Evolution Templates (and indeed, every Pokemon Species) have a flat cost. If each and every level increase cost more than the one before it, the higher flat cost Pokemon would look attractive at the levels where their relative cost increase over a smaller Pokemon was less than a Level. So for example, if Sandshrew costs 10 points and Sandslash costs 20, and Sandslash's stat line is about one level better, then you aren't going to want to evolve into Sandslash (even if you could) when gaining a level is going to set you back 3 points or even 9 points. If the level cost was simply level squared, the cost jump from 3rd to 4th would be 7, the cost from 4th to 5th would be 9, and the cost from 5th to 6th would be 11. So it would make "sense" to evolve Sandshrew into Sandslash somewhere around 5th or 6th level. If Pit Fiend cost 80 points and was - at base - 2 levels or so better than Sandslash; then it would make sense to swap Sandslash out for Pit Fiend at about level 16.

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Post by Gelare »

Koumei wrote:
FrankTrollman wrote:
  • At what levels should people have the spare points to make getting their 3rd, 4th, 5th, and 6th Pokemon worth while?
  • At what levels should people have the spare points available that it makes sense to have upgraded Pokemon in their faction?
  • At what levels should people have the spare points available to make putting a Legendary Pokemon on their roster a sensible life choice?
A) I feel a good general guide would be 3rd at 4th level, 4th at 7th level, 5th at 10th level and 6th at 13th level. Give or take.

B) I'm not sure what you mean here. Do you mean "one or two shoot ahead of all the others by a few levels and are noticeably better"? Or actual evolutions or something else entirely?

C) Late-game. So, after 15th at some point, maybe even in the 18-20 range.
I pretty much agree with these numbers. Also, while you might not be able to field a 4th combat-effective pokemon at 5th level, you probably have the points to spare to drop 10 points on a pokemon with some special utility power that the rest of your team is lacking. Or am I the only one walking around with a five-man dream team and a level 2 Bidoof that knows HMs Cut and Rock Smash?

Legendaries should be sensible around 15-16, not later than that because no one ever plays at level 18 or above. Even once you've gotten to level 15 or 16, it's because your group has made a conscious choice to keep going even after reaching the stop for crazy town, so it's okay to bring in legendaries.
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Post by Koumei »

We can actually make this game playable up to 20, though. That's the thing. We're not stuck with baggage from existing editions.

And in 3Gen I had a Zigzagoon/Linoone as HM bitch. In 4Gen I spread it round - Crobat, Gyarados and Floatzel each did some of the work, but were good in their own right. Oh, and the monkey had Rock Smash? Climb? one of them, too. But 4Gen has too fucking many HMs.
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Post by MGuy »

Yes my super fire monkey named MUNKEY had both the rock climb and Rock breaking moves.
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Post by Quantumboost »

Actually, that brings up another question: do we even want "HM Bitch" moves in the game? And if so, which ones?

I mean, we could require Pokemon to have the Surf ability trained in order to actually ferry people on their backs if we wanted to "stay true" to the games, but we could also say that any Pokemon who can swim and has sufficient Bigness can just carry people around on its back. The same goes for Strength and Fly. You might be able to have Charizard Flamethrower any pesky saplings that dare to block your path, rather than having to carry around something that knows Cut.

On the other hand, maybe we *want* particular moves like Rock Smash to be the go-to "get this crap out of my way" attack.
Last edited by Quantumboost on Sat Dec 26, 2009 11:08 pm, edited 1 time in total.
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Post by Username17 »

The practice is reasonably common. From a simple tactics standpoint: I submit that Linoone can learn Cut, Strength, Rock Smash, and Whirlpool if you are playing Soul Silver. This gets rid of all the shittiest HMs and he still makes you money just for sitting around in slot 6. Alternately, Munchlax gets Rock Climb instead of Cut, but still gets Pickup.

Anyway, let's make the assumption that a character can't control a Pokemon of higher level than themselves. And then let's go to 10th level, where supposedly you're supposed to have 5 Pokemon and yourself. That would be totally doable on like 600 points. Here is how that could break down:
  • Leader: Pokemaster (0 Points), 10th level (0 Points)
  • Sandslash (20 Points), 10th level (100 points)
  • Formian Worker (10 Points), 10th level (100 Points)
  • Venomoth (29 Points), 10th level (100 points)
  • Corolax (10 Points), 10th level (100 points)
  • Seaking (31 Points), 10th level (100 Points)

    600 Points
Now, let's go crazy. And by crazy, I mean slip in a 6th level Plusle and a 6th level Minun to helping hand the rest of the squad:
  • Leader: Soldier (10 Points), 10th level (20 Points)
  • Plusle (14 Points), 6th level (64 points)
  • Minun (14 Points), 6th level (64 Points)
  • Meganium (30 Points), 10th level (100 points)
  • Tyranitar (53 Points), 10th level (100 points)
  • Nightmare Beast (31 Points), 10th level (100 Points)

    600 Points
Assumptions: Pokemon who evolve from level have a points cost of their evolution level in the gameboy game minus 2. Higher tier non-evolving pokemon have a cost of a roughly equivalent evolution chain pokemon. The more powerful leader classes have a cost of 10 plus a surcharge for the character's level. So the Soldier Class might cost 2/level while the Psychic costs 3/level. And yeah, that means that at 15th level, the fact that your trainer is a Psychic would be counted as slightly more expensive than your leader just being Tyranitar, but based on what Sabrina can do, that seems pretty reasonable.

Do those seem like workable groups?

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Post by Koumei »

Yeah, that looks good to me.
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Post by Username17 »

Here's a comparison of Pokemon Monsters, and D&D Monsters and their point cost:
Monster LevelPoint CostPokemon with that CostD&D Pokemon
110PidgieCorollax
214MinunSail Snake
317FearowMephit
420SandslashDisplacer Beast
524DugtrioHydra
628DragonairCatoblepas
732NinetailsGorgon
837OmastarSlaablue
942RhydonLyrneos
1047SalamenceRazorboar
1153TyranitarCauchemar
1259VileplumeElemental Weird
1365CrobatTitantoad
1471GengarSepiahulk
1577MetagrossBattlebriar
1685ArticunoMarilith
1793RegisteelPit Fiend
18101Ho-ohTarrasque
19110KyogreSolar
20121MewtwoTiamat

Paint-by-numbers Dragons and their evolution trees and their points cost:
StageBlack DragonsGold DragonsRed DragonsWhite Dragons
1Hatchblak (14)Aureptile (18)Warmling (18)Whitling (14)
2Shadrake (28)Jinlung (32)Pyraur (32)Bliznake (28)
3Caliginiss (55)Sirrush (65)Dracocaust (65)Paelerpent (55)
4Skullosaur (87)Golwyrm (101)Crimsaur (101)Tatzlwyrm (87)

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Post by Username17 »

Base Leadership Values! So these are generated by a pretty simple mathematical fit to Koumei's projection for team growth. Go ahead and play with it a bit to see if you think it's giving the kind of tams you want.
LevelLeadership
125
233
345
490
5120
6155
7250
8315
9395
10600
11720
12845
131250
141500
151700
161850
172000
182250
192500
202750

So to reiterate:
  • A Pokemon on your team costs its base cost (10 for Formian Worker, 121 for Tiamat) plus its level squared.
  • Upgrading your leader to a monster costs the monster's base cost.
  • Upgrading your leader to a humanoid maniac class costs 10 points plus 1 point per level per tier. So Singer costs 10 + 1/level, Soldier costs 10 + 2/level, and Psychic costs 10 + 3/level.
  • The monsters on your team can't be higher level than your leader.
  • Helping Hand doesn't work at full power on allies more than 4 levels above your own.
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Post by Jilocasin »

So, is the idea with your first chart that you don't get to meet any of those creatures at a lower level than indicated? I'm just wondering if at trainer level one you could have a level 1 Pidgey and a level 1 Minun, or if Minun is always going to be at least level 2.

Either way, looks cool and I'm enjoying playing around with it.
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Post by Username17 »

And while we're doing these thought experiments, let's look at the generated gym challenges. You have an expected level that you're going to want to challenge gyms at, which is parentheses. What they send after you in a Gym Challenge is based on your level. My assumption is that actual Gym Leaders and members of the Elite Four are about 16th level. So if you get an 8th badge you really probably could go off and form your own gym or save the world or go for the championship or something.
BadgePlanet SoreGloomwoodBanemirePort FriendshipSandconeAbysshomeBlizzardwatchDungeondelve
1st (2)Fire Elemental
Houndour
Metapod
Cascoon
Formian Worker
Hatchblak
Dryad
Machop
Bloodhawk
Sandshrew
Dust Mephit
Magikarp
Piplup
Feebass
Abra
Smoochum
Eyeball
Allip
2nd (4)Magby
Houndour
Fire Bat
Sail Snake
Metapod
Phase Wasp
Felldrake
Dryad
Bellsprout
Machop
Unicorn
Tyrogue
Dust Mephit
Diglet
Geodude
Piplup
Sirine
Krabby
Will-o-Wisp
Chimeco
Duskull
Eyeball
Vargoyle
3rd (6)Houdoom
Quasit
Ashrat
Phase Spider
Grey Ooze
Metapod
Hydra
Bellsprout
Bayleaf
Machoke
Diretoad
Slaared
Hippopotas
Geodude
Cubone
Terlen
Prinplup
Relicanth
Will-o-Wisp
Delibird
Ice Mephit
Duskull
Eyeball
Displacer Beast
4th (8)Houndoom
Bezikira
Ash Rat
Quasit
Basilisk
Hydra
Bayleaf
Dryad
Machoke
Slaablue
Mankey
Tyrogue
5th (10)
6th (12)
7th (14)
8th (16)

Ugh. That's a lot of little boxes. I am going to finish it later.

-Username17
Last edited by Username17 on Sun Dec 27, 2009 3:48 pm, edited 1 time in total.
Username17
Serious Badass
Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

Jilocasin wrote:So, is the idea with your first chart that you don't get to meet any of those creatures at a lower level than indicated? I'm just wondering if at trainer level one you could have a level 1 Pidgey and a level 1 Minun, or if Minun is always going to be at least level 2.

Either way, looks cool and I'm enjoying playing around with it.
Probably you should be able to encounter them about 1 level lower than that, so that you can have one when you achieve the level that they are.

Anyway, I was finding making the Badge Test chart pretty hrd because I was looking shit up in like a gajillion different places to guesstimate the costs of various Pokemon, and I figure that I should nail that shit down a bit.

Bug Type:
NameCostMovelist 1Movelist 2Movelist 3
Caterpie6WormWeaver
Weedle6WormPoisoner
Wurmple6WormWeaver
Neoneogi6BeetlePoisoner
Kricketot6BeetleSinger
Cascoon8PodWeaver
Silcoon8PodWeaver
Kakuna8PodPoisoner
Metapod8PodWeaver
Ether Scarab10Dimension RiftBeetle
Combee10BeeDelicious
Surskit10SpitterBeetle
Nincada10BeetleDigger
Burmy10WormNinjitsu
Spinarak10WeaverPoisonerBully
Ledyba12BeetleBoxingCheerleader
Pineco13PodDancerPokebomb
Venonat14MothConfuser
Paras14LobsterGasserVampire
Anorith17FossilLobster
Phase Wasp17Dimensional RiftBeeMind Bullets
Ankheg17DiggerBeetleCaustic
Neogi20BeetlePoisonerDominator
Ledian20BeetleBoxingCheerleader
Ariados20WeaverPoisonerBully
Kriketune20BeetleSinger
Dustox20MothConfuserAssassin
Beautifly20MothConfuserWind Rider
Beedrill20BeePoisonerAssassin
Butterfree20ConfuserMothWind Rider
Yanma20Air AceBeetle
Illumise20CharmBeetleEsoteric Martial Arts
Volbeat20BeetleLasers
Parasect24LobsterGasserVampire
Phase Spider24WeaverDimensional RiftAssassin
Masquerain26SpitterAir AceBully
Mothim28MothConfuser
Neogempai28PodMothership
Wormadram28GadgeteerDancerNinjitsu
Venomoth31MothConfuserWords of Doom
Forretress31PodSpherePokebomb
Yanmega32Air AceLobsterSlasher
Remorhazz32Body InfernoWormEsoteric Biting Arts
Umber Hulk37Martial ArtistConfuserEsoteric Martial Arts
Ninjask37PoisonerBaton PasserNinjitsu
Shedinja37BeeWraithWords of Doom
Inferno Spider40WeaverBody InfernoAssassin
Vespiquen40BeeMothershipDominator
Armaldo43FossilLobster
Heracross45Martial ArtistRhino
Pinsir45Martial ArtistBeetleAssassin
Scyther47SwordsmanBeeSlasher
Shuckle50WormSleepyheadCaustic
Shadow Spider55WeaverDimensional RiftAssassin
Scizor59SwordsmanKnightSlasher
Siege Crab65LobsterTitan
Sepia Hulk71Martial ArtistConfuserEsoteric Martial Arts
Megapede85WormTitan
Thorciasid90WeaverGloom and DoomEvil Bastard
Devastation Beetle96GasserTitanBeetle
Vermiurge101LobsterPoisonerMothership

Just, what, 16 more to do?

-Username17
Last edited by Username17 on Mon Dec 28, 2009 7:02 pm, edited 4 times in total.
Jilocasin
Knight
Posts: 389
Joined: Mon Nov 02, 2009 12:28 pm

Post by Jilocasin »

Hope I'm not being too presumptuous. Let me know if I am. This is just the pokemon, I'll add in dnd monsters later.
Water Type:
NameCostMovelist 1Movelist 2Movelist 3
Magikarp6Fishy
Feebas6Fishy
Wooper8FishyMuddy
Remoraid10FishySpitter
Shellder10HardbodyBivalve
Psyduck10Water FowlConfuser
Surskit10SpitterBeetle
Poliwag10BattletoadConfuser
Goldeen10FishyEsoteric Horn Arts
Finneon10FishyAerialist
Lotad10Wading PoolPain in the Grass
Wingull10Water FowlAerialist
Corphish12LobsterBully
Krabby13LobsterSlasher
Corsola13Hard RockWading Pool
Chinchou13FishyLiving Battery
Luvdisc14FishyPower of Cute
Squirtle14Turtle PowerHardbody
Totodile14Bite ClubHydro Warrior
Mudkip14FishyPower of Cute
Piplup14Water FowlPower of Cute
Seel14FrostyPower of Cute
Spheal14SphereFrostyPower of Cute
Marill14Power of CuteMouse
Carvahna14FishyEvil Bastard
Buizel16Wading PoolWeasel
Tentacool16TentacularToxic TouchWading Pool
Barboach17FishyMuddy
Mantyke17FishyAerialist
Quagsire17BurrowerWading PoolPowerhouse
Horsea20FishyLittle Dragon
Omanyte20FossilDeep Sea Creature
Kabuto20FossilLobster
Qwilfish20FishyToxic Touch
Shellos20Wading PoolAmorphous Form
Clamperl20Hard BodyBivalve
Wailmer20FishySphere
Staryu20Star Power!ConfuserDeep Sea Creature
Slowpoke20Wading PoolConfuser
Pelipper20Water FowlAerialist
Bibarel20Wading PoolPower of Cute
Poliwhirl22BattletoadConfuserBoxing
Octillery23Deep Sea CreatureToxic TouchTentacular
Azumarill24MousePower of CuteTorrential Power
Lombre24Wading PoolPain in the GrassDancer
Floatzel25Wading PoolBite ClubWeasel
Lanturn25Deep Sea CreatureLiving BatteryFishy
Gorebyss26FishyEmpathBully
Huntail26Oh! It's a SnakeDeep Sea CreatureBite Club
Crawdaunt27LobsterDeep Sea CreatureEvil Bastard
Wartortle28Turtle PowerHard BodyBite Club
Croconaw28Hydro WarriorBite ClubPredator
Marshstomp28Hydro WarriorBurrower
Prinplup28Hydro WarriorFrostyAerialist
Gastrodon28Amorphous FormWading PoolBurrower
Whiscash28Deep Sea CreatureBurrower
Lumineon29Deep Sea CreatureFrostyBeauty Pageant
Seadra30Deep Sea CreatureLittle DragonPoisoner
Golduck31Hydro WarriorConfuserEsoteric Martial Arts
Seaking31Deep Sea CreatureEsoteric Horn ArtsFishy
Dewgong32FrostyDeep Sea CreatureEsoteric Horn Arts
Sealeo32FrostyPower of CuteBite Club
Kingler32LobsterSlasherHardbody
Mantine32FishyAerialist
Slowbro35Hydro WarriorEmpathPowerhouse
Slowking37Hydro WarriorPsychokineticPowerhouse
Sharpedo37Deep Sea CreatureEvil BastardBite Club
Omastar37FossilDeep Sea CreatureHard Rock
Wailord38GasserDeep Sea Creature
Tentacruel42Toxic TouchTentacularDeep Sea Creature
Walrein42FrostyTorrential PowerBite Club
Ludicolo42Hydro WarriorPain in the GrassDancer
Politoed45BattletoadPower of CuteEsoteric Martial Arts
Poliwrath45Hydro WarriorBoxing
Vaporeon45Torrential PowerBig DogPower of Cute
Blastoise47Turtle PowerHard BodyHydro Warrior
Feraligatr47Hydro WarriorEsoteric Martial ArtsBite Club
Swampert47BattletoadBurrowerFurious Monster
Empoleon47FrostyAerialistHeavy Metal
Cloyster50HardbodyDeep Sea CreatureEvil Bastard
Lapras50Deep Sea CreatureFrostyBeauty Pageant
Starmie53Star Power!EmpathTorrential Power
Milotic54Deep Sea CreatureEmpathBeauty Pageant
Phione59Deep Sea CreatureAmorphous Form
Relicanth59Deep Sea CreatureFossilHard Rock
Siege Crab65LobsterTitan
Kingdra65Angry DragonTorrential PowerSpeedy
Gyarados71Angry DragonTorrential PowerBite Club
Kabutops77FossilSlasherLobster
Manaphy77Ocean's MightPower of CuteCheerleader
Suicune101Torrential PowerBig DogFrosty
Kyogre110Cosmic ForcesOcean's MightKaiju
Palkia121Angry DragonDimensional RiftTorrential Power

Last edited by Jilocasin on Mon Dec 28, 2009 7:37 pm, edited 3 times in total.
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