Post by Guy Richards on Nov 29, 2014 20:00:15 GMT
Another thread got me thinking! While there's definitely a lot to be said for trading pokemon with other characters, it can still be frustrating if you're stuck with gobs of undesirable pokemon due to bad dice rolls. What if there were expendable items that changed the chances of finding (or not finding) certain types of pokemon while hunting?
These would only work for a few encounters at most before wearing out, and their mode of action would be forcing rerolls on the area's pokemon table. I think adding one or the other would be handy; offering both might be unbalanced.
Pokemon <element> Repellent
Pokemon <element> Lure/Attractant/Whatever
I decided on rerolling as the mechanism since it doesn't require any alterations to the encounter tables, but there are probably other methods that'd work as well. One that'd be a neat alternative to the "lure" would be to add or subtract up to 5 from the encounter roll, whichever would put it closer to a pokemon of that type (say 1-70 is zubat, 71-80 is paras, 81-90 is onix, and 91-96 is clefairy; if 92 is rolled and a grass lure is active, it'd be dropped to 87, forcing an onix encounter instead of a clefairy).
Neither are absolutely needed, but either one could be an interesting addition to the store and give players some more options. Might be better in late game. Whichever is chosen, it will probably need tweaking.
Thoughts? Too overpowered? Not in the spirit of the game? gimme yo words
These would only work for a few encounters at most before wearing out, and their mode of action would be forcing rerolls on the area's pokemon table. I think adding one or the other would be handy; offering both might be unbalanced.
Pokemon <element> Repellent
Bug repellent, poison repellent, etc. A powerful item that forces the spawning mod to reroll the encounter until landing on a pokemon not of the specified element. This is obviously more useful for certain elements than others, and might need to be restricted until special conditions are met (much like the opening of new areas). Possibly only works for one encounter, but again, something like normal or water repellent would be very overpowered in some areas. (Steel, dragon, ghost, etc. repellent would be near useless in comparison.)
Pokemon <element> Lure/Attractant/Whatever
An extremely well-named item that forces the spawning mod to reroll up to two times should the dice not land on a pokemon of that element. Since it's not a sure thing, it might be a better-balanced addition than the repellent. Could potentially work for two or three encounters before needing to use another.
I decided on rerolling as the mechanism since it doesn't require any alterations to the encounter tables, but there are probably other methods that'd work as well. One that'd be a neat alternative to the "lure" would be to add or subtract up to 5 from the encounter roll, whichever would put it closer to a pokemon of that type (say 1-70 is zubat, 71-80 is paras, 81-90 is onix, and 91-96 is clefairy; if 92 is rolled and a grass lure is active, it'd be dropped to 87, forcing an onix encounter instead of a clefairy).
Neither are absolutely needed, but either one could be an interesting addition to the store and give players some more options. Might be better in late game. Whichever is chosen, it will probably need tweaking.
Thoughts? Too overpowered? Not in the spirit of the game? gimme yo words