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Old 01-20-2013, 08:10 PM   #21
Nymdok
 
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Default Re: How well would the collectable monster genre work in GURPS?

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Originally Posted by Kalzazz View Post
I suggest modular abilities, 6 slots

Will not be cheap really, but being able to carry fire team of critters into battle with you isn't likely to be cheap
This is how I interpret Pokemon, except instead of MA, Id use summonable allies. You may have captured 130 pokemon, but you can only summon 6 at any given time. The ability to switch those out, Id make a 1pt perk per successful capture.

Sp YES you only pay full summonable ally for the 6 that you can summon. The rest ar just perks. (In my book anyway. Anyone else got other ideas on cost?)

As a matter of fact namign the advantage 'Pokeball' would be appropriate. :)

Furthermore, for 'MasterBall' which you would need for the greater Pokemon, it would cost more to capture more valuable (higher CP) pokemon.

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Im 40 and Im having a Pokemon conversation in an RPG setting. I love this place! I knew all that time I spent playing this game with my son would pay off!
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Old 01-20-2013, 08:19 PM   #22
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Default Re: How well would the collectable monster genre work in GURPS?

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Furthermore, for 'MasterBall' which you would need for the greater Pokemon, it would cost more to capture more valuable (higher CP) pokemon.
Um I'd like to correct you on a small thing, you don't need a masterball to catch something rare and powerful like a legendary, technically you can just weaken it and throw pokeballs at it, it would require a lot of them (I at times threw over a hundred of them to catch one of them in game) Though I suppose in a tabletop rpg where inventory space is not infinite you would actually need an explanation on where are you keeping those pokeballs. Still it seems like it could be a whole plotline to track, battle and capture a legend. Though if your playing in a party........yeah it would **** over team dynamics if one person got a legend, then the rest of the campaign basically consist of the party trying to kill the legend's owner and then kill each other for that legend.
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Old 01-20-2013, 08:31 PM   #23
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Default Re: How well would the collectable monster genre work in GURPS?

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Um I'd like to correct you on a small thing, you don't need a masterball to catch something rare and powerful like a legendary, technically you can just weaken it and throw pokeballs at it, it would require a lot of them (I at times threw over a hundred of them to catch one of them in game) Though I suppose in a tabletop rpg where inventory space is not infinite you would actually need an explanation on where are you keeping those pokeballs. Still it seems like it could be a whole plotline to track, battle and capture a legend. Though if your playing in a party........yeah it would **** over team dynamics if one person got a legend, then the rest of the campaign basically consist of the party trying to kill the legend's owner and then kill each other for that legend.
I dont claim to be a Pokemon master of any caliber. I played Red for a little while when the world was young and my son was like 6 becaues we bonded over it. (Fatherhood can have unusual requirements).This was also about 15 years ago, so my memmory may be a little fuzzy. :)

That said, since its a power, you can use as many as you need, if youd like, you can build it as a gadget I suppose. That again is for you to decide.

As for party infighting, that will have to be somehting that you can solve iwth story or hope for civilized players.

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Old 01-20-2013, 08:38 PM   #24
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Default Re: How well would the collectable monster genre work in GURPS?

I figured that, just feel the annoying need to correct people on trivial facts and the tendency to go on tangents.
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Old 01-20-2013, 08:41 PM   #25
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Default Re: How well would the collectable monster genre work in GURPS?

I only played the card game myself, but found it pretty fun
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Old 01-20-2013, 09:29 PM   #26
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Default Re: How well would the collectable monster genre work in GURPS?

Rather then Modular Abilities you could use alternative abilities.
Even better though I think would be build each using the rules from Powers and displayed in Psionic Powers.
Each Pokemon then becomes a skill which could also be used for knowing about that particular pokeman and its type.
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Old 01-25-2013, 08:09 PM   #27
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Default Re: How well would the collectable monster genre work in GURPS?

Hm not entirely sure I like the idea that the creatures are just an ability that you utilize, honestly I like them to sort of be a lesser PC of sorts if that makes sense. But meh I know in practice unless you got a good group they only acknowledge their creatures exist when they get into a fight.

Hm a couple of other questions, how would you handle a creature evolution in game? Would just save up CPs until you can afford to buy the next stage's template? And how would you handle the alternatives ways of evolution like using certain items or making them happy or learning a certain move ect?
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Old 01-25-2013, 08:59 PM   #28
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Default Re: How well would the collectable monster genre work in GURPS?

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Hm not entirely sure I like the idea that the creatures are just an ability that you utilize, honestly I like them to sort of be a lesser PC of sorts if that makes sense. But meh I know in practice unless you got a good group they only acknowledge their creatures exist when they get into a fight.

Hm a couple of other questions, how would you handle a creature evolution in game? Would just save up CPs until you can afford to buy the next stage's template? And how would you handle the alternatives ways of evolution like using certain items or making them happy or learning a certain move ect?
Well in Pokemon they seem to be allies. Mostly dependable ones but not always, especially a couple belonging to Team Rocket and a few Ash had when he first got them.


Allies can grow in points as thier trainer does.
Ally 100% point total (5 *3 for 15-) 15 with Summonable for 30 points.
Pokeballs probably count as a gadget limitation.

A gym battle only uses 1 at a time so thats pretty cheap. Adventuring and using more then one at a time requires buying Ally more then once.
AA means each additional Ally costs a mere 6 points. Ready maneuver to switch is the same as pulling out a new pokeball.
Or you could use Abilities as Defaults (with some tweaking) and each pokeball is a Hard Technique of the Trainer Skill.
-8 and 3 FP with the Trainer Talent counting as a bonus.
Costs 9 points to buy off the penalty so less efiecent then the AA method but gives a different flavor.
Modular Abilities using Chip slots (with Physical) as the base would be 8 + 203 per slot so a lot less effiecent but great if you truly have a LOT of Pokemon.
Not sure why so many people jump to MA for situations like these as their first option. Its got a lot of overhead.
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Old 01-25-2013, 09:54 PM   #29
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Default Re: How well would the collectable monster genre work in GURPS?

You don't need Physical, its a social advantage

Here is a Pyramid Sample by RPK on the topic

http://www.sjgames.com/pyramid/sample.html?id=5583
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Old 01-25-2013, 10:09 PM   #30
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Default Re: How well would the collectable monster genre work in GURPS?

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You don't need Physical, its a social advantage

Here is a Pyramid Sample by RPK on the topic

http://www.sjgames.com/pyramid/sample.html?id=5583
Your right. I forgot about the ruling that even though it has a physical effect the power itself is a Social one at base.
With his write up and limitations it is only 40% per Ally so still more expensive.
I would buy one that way and the rest using another method.
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