PTU Thread?

PTU Thread?

>Tfw you like a lot of things with PTU's system, especially the archtypes, the way any pokemon can be a hero, and the fact you can learn moves in it but its also a total clusterfuck with combat

How do we streamline it? or at least make it easy? I love the idea of being a trainer in the setting but its book is a mouthful

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pokeroleproject.wixsite.com/pokerole
twitter.com/AnonBabble

Bumping
I know its not super popular but any help would be good

>filename
My nigga

Anyone? I'll bump from time to time with pokegirls

Okay, first on streamlining: use static damage instead of rolled damage. This is only an opening step, but it's a big one. Having to fish through your dice for the right ones, roll them, and then add them up is at best 3 times as long as simply adding up the values.

>BUT MUH VARIENCE.
It also reduces the swinginess of early level combat.

The other way to clean up damage is to replace all damage base values with just Xd4, so a DB4 becomes 4d4 and DB10 is 10d4. Obviously this works best in online games, but it preserves the damage curve well while reducing the math.

Ban combat classes. Minimizing direct trainer impact speeds up combat a lot, since trainers are usually the ones with fuckhuge move lists to sort through.

I play online soo 5hat sounds interesting I play
Online. Why speficically d4 though? Im kinda new to this

Sorry for the shit typing, on phone

Copypasted from the PTX forums from one of the devs:

Fun fact:

A Linear DBX = Xd6 was the very first Damage Base we tried out for PTU. After even cursory testing it was clear to us that it had a couple of problems that made it less than ideal. One, it's just a bit too swingy (low lows, high highs... well it's more the highs that are the issue). Two, as has been pointed out, the averages for midrange moves are far too high (with all the problems that entails, which have already been discussed).

BUT

A linear curve of DBX = Xd4 is a lot better. If you compare the average of THAT curve to the one we ended up using, it's pretty close! It works up until DB14 or so, and even then it's only about 5 damage off (which can be fixed with.. a +5 bonus). The Max Rolls for this curve aren't ideal, though the minimum ones aren't TOO bad.

Only the real edge cases like V-Create, Self-Destruct, and Explosion kind of stop working but you could just write a special clause into those moves to compensate (like for example, using d6s instead of d4s to roll for those moves, or some other fix).

SO, you might ask, why didn't you do that?
You'll have to ask the other devs - something about 'caltrop hell'.

(OP)
Literally the fifth thread of this shit system in the last week.
Seriously, no one plays it because it because it's crap and you won't make it better because the devs get butthurt when other suggest they did anything but a perfect job on this.

>Ban combat classes. Minimizing direct trainer impact speeds up combat a lot, since trainers are usually the ones with fuckhuge move lists to sort through.
Other systems have done this but you'll get every Veeky Forums autist at your throat saying B-But Muh Trainer! Muh-Psychic Powers Muh-Beating Charizard!

Face it, the only way to fix PTU is to flush everything down the drain and start over.
Devs are too lazy and won't do it, Veeky Forums is too lazy and won't do it. and even if another group forms and gives it a try it will end up another clusterfuck because you can only think of rules and mechanics and not mood and balance.

>its readeamable shit
Its all we got and if you want to stat almost a thousand pokemon be my fucking guest. For all its mistakes there is a lot of cool shit.

To your second point the trainer classes are kinda fun from looking outside in

>For all its mistakes there is a lot of cool shit.
The only cool shit it's got it's the Pokémon part and that was already made. Everything else in the system is pure shit there is nothing to salvage.

>WAHHH PEOPLE ENJOY A SYSTEM I DONT LIKE

>Implying anyone truly enjoys this thing
Everyone admits it's got many big flaws but they stick to it out of habit.
So "Enjoy" is a very big word.

Enjoyment =/= mechanically sound dude. You can have a great time with the shittyest system if the groups cool

With a good group you can have great fun with monopoly, dude.
The system is badly done, period.

Instead of trying to defend it you could try to suggest how to improve it. I already said one would have to start over but if you just wanna stick to your shit system because you "like it" then be my guest but stop posting everyday about it.

I bet you don't enjoy D&D because wizards exist

Just got back
That an interesting step
I'll have to try it

But why are you mad tho?

>PTU Thread?
No. And you should feel ashamed for suggesting it.

>stop talking about systems I dont like and get back to posting cropped elf porn like the rest of Veeky Forums
God forbid we actually talk about tabletop gaming

Well it's not the ONLY option, Pokérole exists. It's a piece of shit for a completely separate list of reasons than PTU, but you can pick your poison if you want.

tbf cropped pokeporn is also an option

Next question: How do you help the fact a lot of water types will just flop about like faggots?

Make Splash a 0 TP Pokedge so they can all Jump on land rather than rely on Overland.

Make Fishbowl Technique in Water Ace allow Water Types to substitute Swim for Overland while it's bound.

>use fishbowl on seadra or wailord,
>ride into sunset

And someone on Reddit is doing a Pokemon-themed hack of Ryuutama that looks really promising.

Forget PTU, Pokerole looks insanely better. It's based on the Storyteller system, so thats a plus or minus depending on your tastes.

pokeroleproject.wixsite.com/pokerole

what makes pokerole shit?

Whilst I've got no problem with the Storyteller system itself, the way they've tied it into the pokemons stats just doesn't work for me outside of strength and special. Vitality generally seems to be based off of the pokemons defence stat, yet it determines how much damage gets resisted from both physical and special attack, as well as adding to HP, so specially defensive pokemon get fucked over while physical ones are sitting pretty.
Speaking of HP that gets based primarily off the pokemons height, which is a fucking retarded decision in its own right since it makes the snake like pokemon disproportionately tough, whilst supposedly small but resiliant pokemon are always going to be squishy.
Dexterity is based off of speed, which makes sense for determining initiative and movement speed, but is also used for accuracy for the majority of attacks, making slower pokemon objectively worse fighters.
Then there's insight which seems to be both determined completely at random, and isn't actually very useful most of the time.

Don't get me wrong, I appreciate an alternative to the rules-heavy approach of PTU, but it ultimately falls flat to me when trying to actually represent pokemon, which is kind of the major point of having a pokemon roleplaying game.

Because the dev team () wants you to believe that it is simpler and more narrative than PT*, but it makes its own mistakes - because it's not based on the usable Storyteller of WoD, but the busted ass Storyteller of 1e Scion.

Anti-successes are just a stupid mechanic that punish having large dice pools. Multiple actions and active evasions bog down every combat as everyone throws buckets of dice to contest every single action. Extremely low character variance, both in trainers and in Pokemon, so it's difficult to feel 'good' at anything without minmaxing for it - which the system punishes, as stated above. All of the criticism about PTU being slow, clunky, and complex can actually be thrown at Pokerole...but the numbers are smaller and it has a willpower mechanic, so that means its narrative and thus ~simple~.

The devs can make a beautiful pdf, but then they can't even put in bookmarks or format it so the page numbers work correctly.

We've considered limiting our games games to 2-3 players and limiting how many Pokemon players can have at a time to 3.

>1e Scion
This nigga doesn't know what he's talking about. Disregard his bait.

You're right, I should have just listed it as Scion, since 2e isn't out yet, so of course they couldn't base it on that. Is that what you're mad about?

PTA and PTU suffer from too many gamebreaking flaws, it would take dozens of pages to fill and a master in mathematics. It all comes down to one simple fact: nobody plays it because it is unplayable as much as it is hard to DM. You get crushed beneath a pile of rules that don't make any sense and are just there to patch gamebreaking mechanics, mainly for Pokémon Battles.

I've tried to play PTU 3 times with different groups, none of them lasted more than three sessions.

Care to list any of these rules that dont make sense rather than just spouting generic complaints.

People often complain about metagaming and powergaming here in Veeky Forums. Weird how PTU is so easily broken.The game expects you to powergame and metagame, and also encourages to do so.

Source? I dont recall any page of the pdfs that mention metagame/powergame to your hearts content.

I don't see what this comment has to do with giving Splash to fish pokemon.

Not who you are talking to but my main complain are injuries. They encountered a problem late in the game and tried to add a patch from the start. Thing is, the death counter goes off the charts at the early levels, so you either dismiss this rule and have an overly easy late game or use it and pave your way with the flesh and blood of low level pokemon.

It doesn't state it, but ask anyone on their forums and you are supposed to hyperspecialize and make killer combos with the trainer classes for your features. This encourages powergaming in the sense that players end up choosing a class only because it will make a powerful combination with the one they already have insted of the one they wanted because it would not make a good match.

The maximum number of times you can multiclass. It is obviously based on D&D, but right now, not even D&D put a limit on that. They say it themselves in the book, that rule exists solely because the game breaks if more classes are allowed.

Agility training, speed increasing moves (every +2 to Spe combat stages is +1 to all movement cababilities), custom item that allows the holder to sub swim for overland, and ranged moves.

Its an intentional part of the system. Theres no reason why a seaking can move as fast as a meowth on land without special training. You may as well ask why diglett cant fly or pidgey cant burrow. Pokemon have environments they are meant to work in. It also helps create issue for players to overcome if they over specialize/dont prepare, same as any other system. Can't chase after team X's sub? Maybe you should diversify for next time.

As someone who likes PTU, injuries can be played entirely optional. In most games, they don't contribute anything valuable to gameplay, and unless someone has a team full of strong healing, they only really matter for triggering specific features/abilities. They could definitely be removed.

Not once in years of playing the game have I had any group with Pokemon dying through combat. If you are having issues with high kill counts, I don't know what to tell you, the death threshold is enormous.

There is a certain element of deckbuilding in PTU in the sense that 'strong' characters are usually ones that have general or specific synergy. I don't personally consider that powergaming until players are exploiting known about-to-be-removed loopholes or are entering classes to cherrypick 1~2 feats.

Why is everybody shitting on PTU? Is it really that bad? i've heard these complaints time and time again, so it's hard to ignore them. I have never played PTA or PTU, but now I'm scared of it

In no way is the system D&D. The only thing d20 is used for is to hit. Everything else is generally d6. Not even the same stats, exp, level caps, or chargen.

Also how does that not make sense? It limits classes for a reason that makes perfect sense.

This guy over here posts in every single PTU thread with the exact same complaints. As with any system that isn't FATAL, you should give it a shot if you're curious about it. The worst thing that happens is you don't have as much fun as you expected.

Has anyone noticed PTA/U's threads are mostly hate and flaming? I guess the developers must really like the attention.

>The only thing d20 is used for is to hit.
So...like D&D?

>Everything else is generally d6
Yeah, except, you know all the damage rolls with a ton of different dice that people were complaining a few posts before.

>not knowing what generally means
>implying D&D ONLY uses d20 for AC

Sure, user.

>Generally uses d6
The only thing those are used on are Skill checks, that's not what generally means dumbass

I often miss these threads while I'm busy playing with your mom.

Also, I expecto lots of fun, i'm off to play FATAL, faggot.

Could you provide some links? Because something isn't PTU or Pokerole is definitely something I'm interested in.

You can just hide threads for games you don't like instead of trying to be the fun police, it's probably better for your heart in the long run.

Things you roll for in PTU
Damage
Accuracy
Skill checks

2/3 doesnt lie. Also
>impling using a singular random number generation tool makes you a clone of an entire series of systems.
Be reasonable user, D&D is more than a die. Your arguement is like saying any system with opposed d6 rolls is yhatzee because the one who rolled better wins.

Fuck you, man. I don't hide from threads, I punch them in the face.

>D&D is more than a die
I agree, but PTA had it's roots in pathfinder, and PTU had its roots on PTA, there is some D&D still there, if not on setting, there are a lot of d20 aspects that live on. You are just in denial trying to pass off PTU as more unique and awesome than it is.

Yhatzee, now that sounds more fun. But it would be better with a couple hundred classes like PTU.

Shut up! PTU has NOTHING on Yhatzee! PTU is just a Yhatzee clone wannabe.

There's a lot of stuff that revolves around injuries now - most notably Taskmaster and Roughneck, but also a handful of Pokemon abilities.

PTU is okay but rules-heavy and some of the decisions the devs have made don't make a lot of sense. PTA is trash.

I never said it was unique. I have no doubt 95% of everything in it was borrowed/stolen from somewhere else. And PTU and PTA, while both try to accomplish the same goal, they are pretty far removed from each other in terms of over lap. Concepts (all the pokemon bits, types of trainer archetypes, etc) are similar but executed differently. The psychic class in either system is wildly different in its execution of being a "combat class". Pokemon and people can actually interact in one but cant in another. How exp is earned is very different between the two.

Both can be seen as accomplishing the same niche of crunchy pokemon systems. PTA very much was dnd with pokemon stretched over it. PTU, while it roots from PTA, is very different.

True, if someone wants to play a Taskmaster, something with injuries has to stay in, but it might be easy to just let the Taskmaster keep Injury as a submechanic, the way Duelist has Momentum, if you're finding that they bog down the game. I know personally I've been a lot of games where injuries get marked, then get unmarked after a rest with no further interaction - they can be real irrelevant.

>Different systems are different
Yeah no shit, PTU based itself on PTA and inherited many of its flaws, patched them and created their own, just because PTU sucks at different things than PTA doesn't make it better.
In fact I think it makes it worse because when PTA was being developed no one really knew if what they were doing would work out. PTU came years after everybody knew it didn't work at all and still kept it as the source material.

Also, make up your mind, are they relevant or not? why include a rule that should be ignored or discarded then have classes that require it?

For the vast majority of the time, injuries aren't relevant. They are really ONLY necessary if there is a Taskmaster in the party. Or, like I said before, your party has a lot of heavy healing Moves, and then injuries actually serve a function in mitigating repetitive healing.

PTA and PTU take threir roots from d20, but instead of outgrowing that system, they stacked a bunch of new systems in a single game. They are d20, Yhatzee, Big Eyes, D&D, Pokémon, some semblance of a system from their own making, with added rules for PTU, sometimes pretending PTA doesnt exist.

The fact is they feel ashamed from being compared to other games, when they obviously are like other games, just with 700 more pages than any of them.

So you admit that it's a patch in case the balance gets broken, which can get broken easily with the right monsters.
Instead of a solid mechanic PTU added a wobbly one that either shatters your fun if it's not included or it's totally useless.

You caught me, truly Injuries are the work of the devil and proof positive that PTU is unplayable garbage.

>something is worse because they made it better

Noce

>PTU is unplayable garbage.
Your words, not mine.

So what are some fun gym challenges people have come up with?

I had players who were supposed to be weeding candidates for a new League; one of the candidates was a fighting specialist. His mock challenge was a game of beach soccer, but the balls were bombs. First to three goals, or first to KO all opposing Pokemon, was the winner. It got very, very dicey for them.

>So what are some fun gym challenges people have come up with?

The most fun I had with this system was planning an encounter for a normal-type gym, The gym leader was based on a Cat lady who lived in her gym full of cat Pokémon, then I saw the combat mechanics, i threw it in the garbage and went back to the video game.

Has anyone in this thread tried Pokérole? Any thoughts?

I think you're in the wrong thread. This is about PTU's shittiness.

It's still a TTRPG based on pokémon, and everyone's talking about how shitty the topic subject is, so, how about an alternative to it?

Because it is shit and doesn't even feel like the game.

Veeky Forums hates Pokerole because PTU is its love child, it was born in these threads and pokerole just came out of nowhere

I haven't played it but it certainly looks simple enough to run a session. At least playable.

Because nothing says pokemon like a bunch of spreadssheets and math a computer should do for you!

>Pokemon-themed hack of Ryuutama
Huh, that could almost work. Less emphasis on combat, more on the adventure.

Though I'm having difficulty wrapping my head around the details. How would pokemon be represented in the system?

No pen and paper game will ever feel like a video game. Ever*. This is something you'll have to just learn to deal with. It will, more often than not, feel like the anime or, maybe, if you have a good DM/GM/ST, the manga.

Seriously, you're setting an impossibly high bar for success and screaming when it falls short by even the expected margin. It'll never be the games, so get off of Veeky Forums, pick up your DS/3DS, and play the games.

*: Squad-based tactical-level games with systems built to emulate the game's own are a possible exception to this rule, but, discounting Conquest, pokémon does not fall into this category.

>Conquest
I love that game more than I probably should.

But I just want something like the anime, not so much the vidja.
Yeah there is a lot of overlap but you can't get the free world story nor the broing it up with friends and rivals with the vidja

So, I'm planning on running something in the PTU Game Of Throhs supplement, with the caveat that every human character be limited to a single (or two, haven't decided) partner Pokemon while they fight alongside them, with the justification that Pokeballs straight-up don't exist. This is mostly to get people attached to their Pokemon and to make bookkeeping less of a pain in the ass.

Are there any consequences to doing this that I'm not seeing?

Best advice I can give you: Use a better system.
Sounds like Pokémon Pen&Paper could solve all your issues.

Would Pokemon Pen&Paper allow the human characters to fight alongside their Pokemon?

>game of thros

Be very careful, and I hope to god you have a good group of people who can work together and know what your going for

Any particular reason for the caution? And I'd say they're all fairly good at that, the group's made up entirely of GM's.

Anything PTU related needs a warning label, that's all.

Why are you even here faggot?

Power creep goes full animu bonkers
Which although isn't wrong for an anime game, can get out of wack fast

Bite me

Man, for creaters of "a kid friendly game" the pokerole devs are some really grumpy people

The game of throhs elemental classes are bar none the most blatantly overpowered classes in the system as a whole.

Also you need to figure out how fighting will work if you decide 2 Pokemon per player, since by the books, players only have 1 action to command a Pokemon and by that same rule the second will do nothing if not commanded (or if you prefer, whatever the GM discerns as what that poke would do). Either way, you're looking at effectively 2 combatants per player, so balancing combat will be an issue.

>The game of throhs elemental classes are bar none the most blatantly overpowered classes in the system as a whole.
Well shit, that's what I was scared of. Damn, gonna have to look into this even further, see if I can salvage anything because damnit, I'm making this setting work!
Even if I have to use some narrative-focused system like Risus

I just came for the pokegirls...

Any favorites?

Yeah all the elementalists are a bit nuts. Some very much more than others (like windrunner giving levitation at base and flight later on with a -very- high movement number), but they all also give the most options/highest damaging moves.

If you want PCs to feel "specialized", you can use the type ace classes from the core coupled with the battle style classes. Adding weapons to PCs/setting is easy to manage, making the PCs weapons that can't be fucked with without antimagic field levels of no-fun-allowed is a problem. Im honestly a biy surprised you didnt get that right away from glancing over it.

From what I understand, elementalists are getting at least their utility hit hard with the nerfbat in the next edition.

Of course, who the fuck knows when that's coming out.

>Im honestly a biy surprised you didnt get that right away from glancing over it.
And this is the part where I bash my head against a wall for not coming up with that sooner. Thanks a ton, user.

Figure this might be a good thread to ask:
Is there a system that would work for a Mystery Dungeon styled game? I figure it'd make things easier to get into and more streamlined if it's only 4 moves, having progression be REPLACING those moves and adding those Trait things our whatever they're called.

I haven't tried it yet but Pokerole has a supplement for mystery dungeon, and all shit posting aside, I don't believe it's a bad system, but I just haven't had much chance to play it.

I would advise against Pokerole unless you've got a very specific storyline in mind or are willing to houserule a lot because the PMD supplement sorta relies on all the protagonists being former humans, which understandably limits possibilities really heavily.

They are. But unless they also nerf their combat ability too, they'll still be a problem. The only ones that really need the higher end of DB moves are ones that rely on melee range moves. Range is already a huge part of combat in the system, to the point they added attacks of opportunity to help buff melee fighters. IMHO, the electric, fire, water etc. dont deserve thunder, fire blast, hydro pump and the others.

I also recall them also wanting to revamp weapons pretty hard, but who knows. They do playtesting by running a campaign with the new rules to do a "trial by fire" and have said they are in the middle of it. No clue if it will need more revisions.

How so? And yeah, that's not really what I'm looking for. Much too much immediate "PCs were chosen by date" IMO.