I'm interested in trying my hand at a Pokemon system that tries to make combat not nearly as long.
The core issues I have are that people can have 6 Pokemon each and each one has stats to manage as well. My idea is that, not only are citizens not allowed to begin officially adventuring until 16, but that the number of Pokemon allowed to utilize is 3 rather than 6. The only exceptions to this will be those in law enforcement or military branches. Of course criminals can disobey at the cost of being hunted down.
The basic idea for combat is this. Each trainer builds a dice pool for their battle between each Pokemon, which will consist of d6's and a d20 to roll for a crit. The amount of d6's each trainer rolls depends on the trainer's tactical and commanding abilities, level difference between Pokemon and stat changers like growl and tail whip. Pokemon speed might also have something to do with it. Types will determine how much damage is done.
For example, saying if I was GMing a battle between Phil and Joey:
GM: "Ok Phil, this will be a battle between your Charizard and Joey's Pikachu. The battle is over once one of the Pokemon is unable to fight on. Begin!"
Phil: "Charizard, finish this quickly with Flamethrower!"
Joey: "Pikachu, try to take him down with a Thunderbolt!"
GM: "Alright, let's build the dice pool. Phil's trainer abilities (naming in progress) grant him 2 initial d6's, while Joey's give him 3. However, Phil's Charizard is a higher level by X-amount and is faster, so throw in 3 more dice. With a d20 on each side this will be 5 d6's against 3."
The players roll and Phil ends up rolling poorly, giving him a result of 12. Joey's d6's grant him a 14, allowing Pikachu to outmaneuver the Charizard barely and land his Thunderbolt. The damage is not only increased because of type effectiveness, but is also increased because Joey also rolled a 20 on his d20!
Now knowing the dice here, the players keep rolling until one side is KO'd.
Cont.