[quote=@Thunder999999] I'd be interested. [hider=As for those mechanics] Gone through writing bullet points as I read them, hope that's useful to you. I really hope it's not too negative because the setting intro sounds great. [list] [*]That's a lot of hp, if you're doing only 1 damage per turn (and therefore per attacking post) it's going to take a long time to whittle each other down. Even the best case scenario is 5 turns (and that's without missing) [*]A longer fight wouldn't be bad if it was interesting, but with how simple it is, there's not going to be much variety in tactics. Just not sure how interesting anyone can make doing the same thing 5-10 times in a row sound. [*]I'd suggest making the fights shorter by handing out less hp/more damage, fights in the games are usually pretty fast after all. [*]You could try for a more complicated system, but I know a few attempts that have been made to turn pokemon into a ttrpg and it's a lot of work and it really doesn't seem necessary for what you've planned, so I'm not about to suggest it. [*]So with the current system I think toxic would be a bit OP, with how long these fights would take that increasing poison damage would stack up fast, by the third turn it's outdone a super effective same type attack by 50%. [*]Similarly, paralysis being a 4/5th chance to not attack seems a bit high and would really drag things out. It's strong already in the games with only a 1/4 chance to stop you acting. [*]Sleep might be OK, it'll take far fewer turns away than paralysis, which feels a tad backward, but is more on how crazy an 80% paralysis chance is. It is rather effective, but that's true of the games, I'd suggest doing what they do any making sleep inflicting attacks less accurate, probably just a 50% chance since stats aren't a thing. [*]Confusion is similar to paralysis, shuts things down way too hard. [*]Stat influence seems a little unlikely to do anything, but otherwise fine. [*]I think you might want to make levelling a little faster, only every 20th level actually does anything in your system and with 3 battles per level that's 60 of them. In general one thing I've seen from other pokemon games, and ttrgps in general is that you probably don't want to actually simulate grinding against random encounters. [*]Not sure what to say about the contests, sounds pretty close to the games I guess, I've never really paid much attention to those so haven't got much to say, sorry. [/list] In general if I had one big suggestion, make a setup that'll make resolving encounters with Gym Leaders and Villains fun, and don't worry too much about the random encounters on routes, closer to what you'd read in a fanfic or see in anime (not that I've actually watched that since gen 4). There's a big difference between running back and forth in some grass pressing the A button and writing out a full description of every turn after waiting for another person to roll some dice. Of course this is subjective.[/hider] [/quote] [@Thunder999999] Thank you for the feedback! And no worries on the negativity part, all feedback is good in my book. Happy you enjoyed the intro, though! [hider=Direct teply to the feedback]In regards to the HP, initially Tier 1 Pokemon were going to have 5 HP but I was worried that when you consider bonuses into play (type advantages, stat boosts etc), it would go by too quickly. But I think you're right that it should be faster, more-to-the point kind of fights and 10 HP is probably too bloated if the average attack is going to be 1-2 HP points. So, I'll bring it back down to 5HP for Tier 1. With Toxic, I think halving the HP should help the issue but worse comes to worse I'll just change it so it's a regular kind of poison effect. For Paralysis and Confusion, I'll change it so it only has 1/4 chance of stopping attacks. I think I just wanted a reason for people to use status items, but I think it'll probably just unnecessarily bloat battles versus make them interesting. For Sleep, since it is semi-relevant to plot & themes (You'll never guess what strategy the baddies at Team Sleep use! /s) I didn't want Sleep status to be a push-over (but still fair), but I'll strongly consider making the inflicting moves less accurate. I may look at stats again in the future but for now as long as it's not game-breaking or too complex, I think I'll leave them be. My goal is definitely to keep things as simple as possible. For leveling, I think what I'll do is have it so you only need one successful battles to level up and quick battles can count for those. My main concern was that, in regards to general pacing, I just didn't want people blasting through levels. But you make a good point that there isn't much difference until you hit every 20th level. Bringing it to one battle = one level + EXP share effect should be good, especially with the option of quick battles if people are in need of a quick boost. As for the Contests, I think relying on the ORAS system should be simple enough. It's pretty to-the-point. The only downside is that some certain move effects are not explained properly (too vague) or straight up too situational that it might be a problem. But worse comes to worse I'll just ban certain moves or change their effects.[/hider] And thanks for the suggestion! I'll try to keep that in mind. Much of the random encounter stuff is (at least intended to be) more foundational and simply to try and create small challenges or hurdles (versus getting the results you want immediately). But I also want this RP to be fun and not a drag, so my hope is to find a balance in that. I want to recreate the fun elements of the Pokemon (games), but you are correct some stuff doesn't translate well across mediums. Anyway, thanks again for the feedback! Really appreciate it.