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Fudge Forum An unofficial resource for the Fudge RPG
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Knaight Fudge Forum Member

Joined: 19 Aug 2007 Posts: 439 Location: Ft. Collins CO, USA
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Posted: Mon Feb 18, 2008 8:22 pm Post subject: Fudge Pokemon |
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| Recently my gaming group has requested that I arrange a pokemon game for the next game, as the current one is very near the end.(One last session, then I pull the credit white board. Don't ask). I have played pokemon, but have no idea how to transfer it to fudge. To my understanding the stats are attack, special attack, defense, special defense, and HP. Then something about evasiveness, but I have no idea what it even does. I will probably need a health system, using standard hit points, as well as a sort of guideline for the level system(just tracking experience gain to see when new moves are gained. Although I'm thinking that this could be linked to attack, special attack, and defense. When they go up a new move is gained). Does anyone who knows anything about Pokemon have any better ideas. Fortunately I'm only going to really need the first 150, any more is sheer madness. So if someone wants to stat them, or at least give me some advice, please help. |
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Dredj Fudge Forum Member
Joined: 16 Oct 2007 Posts: 38
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Dredj Fudge Forum Member
Joined: 16 Oct 2007 Posts: 38
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Posted: Fri Feb 22, 2008 9:41 am Post subject: |
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| After reading some of that article, I think it would be great to see how the stats and such translate into Fudge. It looks like there are a lot of good ideas that go into a pokemon game. |
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Knaight Fudge Forum Member

Joined: 19 Aug 2007 Posts: 439 Location: Ft. Collins CO, USA
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Posted: Fri Feb 22, 2008 11:14 pm Post subject: |
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| It definitely has potential. I have been able to buy some more time to finish, with another possible campaign. I don't really have anything prepared per say for this, but I have thought about it. If anyone wants information on it they can have it. Anyways dredj, thanks for the link. That at least explains speed(although evasiveness still confuses me-I can probably do without it, although my players know a lot about the games.) |
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Dredj Fudge Forum Member
Joined: 16 Oct 2007 Posts: 38
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Knaight Fudge Forum Member

Joined: 19 Aug 2007 Posts: 439 Location: Ft. Collins CO, USA
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Posted: Sat Feb 23, 2008 10:47 am Post subject: |
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| I had a look, it looks like it would probably be easier to just convert the pokemon to fudge from their own stats. Which are probably accessable on the internet. |
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Gauntlet Fudge Forum Member
Joined: 26 Jun 2008 Posts: 25
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Posted: Thu Jun 26, 2008 9:24 pm Post subject: |
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Did anything ever come of this? I'm looking at Pokemon as my first Fudge game, and running it for my children (7 and 9) as their first RPG.
I plan on having the Trainers as standard 5 Point characters (probably with some sort of additional Trainer related skills). The Pokemon I think will be easy to stat up-- I have the "Official Pocket Version" Pokedex book, which stats each Pokemon 1-5 in each ability, which I will simply translate Mediocre - Superb. HPs are also listed in a 1-5 scale, but most are 1-3. I will probably translate the Scratch/Hurt... scale based on that; e.g., HP 1 is Scratch x 2, Hurt, Incap; HP 2 is Scratch x2, Hurt, VHurt, Incap; and HP 3 is Scratch x3, Hurt, VHurt, Incap. Pokemon don't die, of course. HP4-5 would have an extra level of Hurt.
I'm using http://serebii.net/games/type.shtml for damage. For attacks that would be x2 or x.5, they will get +/- 1. Attacks x4/-.25 will get +/- 2.
I won't stick with hard level advancement, but will let the advance their pokemon somehow. I had thought about making their Attacks into Skills, which they could improve. Maybe all the attacks start at -1, 1 pt to increase to 0, 2 pts to +1, 4 pts to +2, 8 pts to +3.
Example: Treecko
HP 1
ATK 2
DEF 1
S.ATK 2
S.DEF 1
SPD 3
Starts with Pound (generic melee attack) and Leer (Lowers your opponent's defense by 1). Can learn Absorb (Grass; Restores your HP by half the damage inflicted on opponent).
Treecko in Fudge:
ATK Fair
DEF Mediocre
S.ATK Fair
S.Def Mediocre
SPD Good
HP: Scratch x 2, Hurt, Incap
Attacks are Skills, starting at Poor:
Pound: Standard attack.
Leer: Special; may target 2 defenders, lowers defender's Def by 1.
Your standard Treecko would have Pound and Leer at Poor. He adventures, and gets 1 XP. He uses that to raised Pound to Mediocre.
After getting some amount of XP, say 5, he advances and can spend 1 XP to learn Absorb at Poor.
Absorb: Grass, Special; standard attack. If this attack causes damage, attacker can remove any one checked damage box of lesser value than the attack caused.
Anyway, this is all pretty rough. If you've got some comments, I'd love to hear them. |
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Knaight Fudge Forum Member

Joined: 19 Aug 2007 Posts: 439 Location: Ft. Collins CO, USA
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Posted: Thu Jun 26, 2008 10:07 pm Post subject: |
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Yeah, this project kind of died. I got my players distracted with a much more manageable science fiction setting (the words "bounce shot" and "plasma pulse" are very effective for this. Also "plasma grenades" and "orbital nukes". My players tend to like blowing things up, and being able to shoot someone around walls, and later being able to go through, bounce off of, arc over, and go alongside walls to hit someone to blow them up is also attractive.)
As for 4 and 5, give five a fourth scratch as well. That should about cover HP. Everything else would be easier. As for special moves you could just take the power point system, divide by five, and allow that many uses per day. So if I have a pikachu with thunder, I can attack with thunder twice per day. Thunderbolt can be used 3 times per day. Scratch can be used 6 times per day. Then keep struggle, but lose the damage to yourself. All recoil moves would inflict a single scratch.
So Pikachu's move list might look like this:
Struggle: ODF 0. Normal Damage.
Mega Kick: ODF 5, once per day. Normal Damage.
Thunderbolt: ODF 3, three times per day. Electricity Damage.
Thunder: ODF 3, twice per day. On a relative degree of 3 or higher, opponents take an additional scratch every round. It also deals a scratch automatically in addition to normal damage.
Lets see everything you have. Right now I have nothing, and the project is dead. Thankfully.
Alternately the power points of a skill could be used as the level it starts at , or how hard it is to improve. Lets see what you have, I can at least critique, and help out.
It would probably also be easier just to stick to the first 150. |
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Gauntlet Fudge Forum Member
Joined: 26 Jun 2008 Posts: 25
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Posted: Fri Jun 27, 2008 8:24 am Post subject: |
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| Knaight wrote: | | As for 4 and 5, give five a fourth scratch as well. That should about cover HP. |
Ah, good idea. Will do.
| Knaight wrote: | | As for special moves you could just take the power point system, divide by five, and allow that many uses per day. |
Another good idea. I was just going to ignore PP, but this would work well.
| Knaight wrote: | | Lets see everything you have. |
Um...you pretty much just did!
| Knaight wrote: | | It would probably also be easier just to stick to the first 150. |
Yeah, I'm not going to try and do all 482 or however many. I will probably try to get some that the kids know (from Ruby/Emerald/Sapphire and the manga), and a few they don't. I actually did some miniatures (ignore the GURPS thing, that died pretty quickly), although I don't think I'm going to be mini focused when I run it. I thought the kids would enjoy it.
I also picked up some Pokemon CCG League badges cheap off eBay. When they beat gym leaders, I will give them a real badge for it.
Anyway, thanks for the ideas!! I will work some more soon, and I will post it here. |
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Knaight Fudge Forum Member

Joined: 19 Aug 2007 Posts: 439 Location: Ft. Collins CO, USA
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Posted: Fri Jun 27, 2008 11:41 am Post subject: |
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I would just do the first 150, first because it is built to be a nice self contained system, second because if your kids don't know it, it retains the point of mystery, which was already the best point about pokemon. Third the pokemon are just better designed, some of the later ones are pretty stupid, they clearly ran out of creativity. That and there aren't as many types to deal with.
Another thing, you could probably handle evolutions with a scale increase. Size has never really mattered so you could just have a scale set up, where basic pokemon are -2 +1 per missing additional evolution, 3 are assumed. Each evolution would add 2 scale. You have the book, I don't, so you can probably work from a lot less. I'm not really sure about the contents. As for attacks, I know they have an accuracy/power rating. If you divide power b 20, you can probably get a decent ODF, I think that would put Solar Beam at 9 or 10, and that takes 2 rounds to charge and can only be used once per day. |
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Gauntlet Fudge Forum Member
Joined: 26 Jun 2008 Posts: 25
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Posted: Sat Jun 28, 2008 11:32 pm Post subject: |
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| Knaight wrote: | | Another thing, you could probably handle evolutions with a scale increase. Size has never really mattered so you could just have a scale set up, where basic pokemon are -2 +1 per missing additional evolution, 3 are assumed. Each evolution would add 2 scale. |
I didn't really follow that. Are you saying -2 scale for basic pokemon, 0 for the 2nd evolution, and +2 for the 3rd evolution?
Nice conversion on the Attacks, too. This is very helpful stuff, thanks a lot! |
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Knaight Fudge Forum Member

Joined: 19 Aug 2007 Posts: 439 Location: Ft. Collins CO, USA
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Posted: Sun Jun 29, 2008 1:40 pm Post subject: |
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| Gauntlet wrote: | | Knaight wrote: | | Another thing, you could probably handle evolutions with a scale increase. Size has never really mattered so you could just have a scale set up, where basic pokemon are -2 +1 per missing additional evolution, 3 are assumed. Each evolution would add 2 scale. |
I didn't really follow that. Are you saying -2 scale for basic pokemon, 0 for the 2nd evolution, and +2 for the 3rd evolution? |
Yes, pretty much. However for basics that only evolve once start at scale -1, and move to scale one. Basics that never evolve start out at 0, and stay there. |
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Gauntlet Fudge Forum Member
Joined: 26 Jun 2008 Posts: 25
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Posted: Sun Jun 29, 2008 4:34 pm Post subject: |
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I was reading up on the mechanics, and it looks like I misunderstood how they work. ATK, S.ATK, DEF, and S.DEF operate like ODF and DDF, just damage related only.
It appears that the "to hit" role is mostly tied to the attack Move, and is most often just 100%. Both Pokemon have Accuracy and Evasive stats, which start out equal and are adjusted during the battle.
I suppose you could just say every Pokemon has Fair Accuracy and Evasiveness, and do the same thing. Maybe the Move accuracy adds a bonus. Any buffs to Accuracy and Evasiveness go away at the end of the turn. Move Accuracy could then be translated to a -4 to 4 scale as an attack modifier.
What do you think? |
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Knaight Fudge Forum Member

Joined: 19 Aug 2007 Posts: 439 Location: Ft. Collins CO, USA
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Posted: Sun Jun 29, 2008 5:38 pm Post subject: |
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I think you know way more about pokemon than I do. But, the chance to hit is 50% at 50. So you just need to convert precentages. For instance Poor has about a 80% chance to hit fair, so a 20% hit becomes poor. So maybe something like this.
5-10% Terrible
10-20% Poor
20-50% Mediocre
50-70% Fair
60-70% Good
80-90% Great
90-95% Superb
95-100% Legendary
I never really understood what all the stats did exactly, but what I did know was higher stats are better. So if what you say is accurate Attack and Defense provide base modifiers to ODF and DDF, with special attack and special defense applying to a specific type(whatever the type of pokemon it is I think.) |
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Gauntlet Fudge Forum Member
Joined: 26 Jun 2008 Posts: 25
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Posted: Sun Jun 29, 2008 6:57 pm Post subject: |
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Right now, I will work with what I described-- both Pokemon come in with Fair Accuracy and Evasiveness. Move Accuracy is converted from 0-100 to Fudge by Accuracy - 50 / 12, rounded down. Thus:
0-2: Sub-Terrible (-4)
3-14: Terrible (-3)
15-26: Poor (-2)
27-38: Mediocre (-1)
39-61: Fair (0)
62-73: Good (+1)
74-85: Great (+2)
86-97: Superb (+3)
98-00: Legendary (+4) |
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