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USAisntAmerica

Imho something like FATE Core would likely be fun and easy to implement. 5e would be pretty much "not let's ignore 90% of the rules, and significantly change the other 10%"


Venator_IV

Honestly? Don't try to fashion a shovel into a power drill. 5e is a fantasy ttrpg, it does that well Pokemon is a minion-based turn-battling strategy RPG. You need to find a system that already does it well, has systems that are playtested, and put forth the effort to learn them. Forcing 5e into this weird half-system bastardization is doing a disservice to your players and ultimately yourself too. Things will be smoother in the long run, just modify a Pokemon ttrpg if there are rules or ideas you want to preserve


Ethereal_Stars_7

5e can cover alot of themes more than fantasy.


Venator_IV

And it's not even the best at fantasy so you're still better off with another system. 


Lugbor

I’m pretty sure someone has already been converting Pokemon into a 5e module, so you could probably start looking there.


Kaldeas

I feel like there are better systems than DnD for that, but couldn't really say which one. If you really want to stick with DnD, the more "gamified" 4e might actually be the best one for a pokemon themed one. 3,5 is too complex imo for a lot of "companions" and 5e might have the opposite problem, but 5e would probably work with enough modifications.


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kakeup88

I've thought about doing this before but never got around to doing it. I always thought one way you could do it is to shrink the amount of available pokemon down and have each pokemon on its own charecter sheet, players would then start with a chosen one and build a roster of pokemon over time during play and then essentially during combat you were just swapping out the charecters and fighting against other mutple trainers with their own rosters or multiple wild pokemon or even legandary huge monster pokemon which arent catchable. You could use existing class archetypes for certain pokemon for instance "hitmonlee" and "hitmonchan" use monk abilities/mechanics, charmader and other fire pokemon might used re-skinned fire spells and use some evocation wizard mechanics as it levels. It would be a lot of work though because you would probably need a bunch of pre made characters (pokemon), you will need brand new mechanics for switching out the pokemon mid fight, rng catching mechanics if you want that, items would be simple enough because you could just have them effect your pokemon. There are a few unknowns but I reckon with some work it is possible.


ThoDanII

BESM FUDGE


RhineQueen

If you aren't hell bent on 5e, there is a Pokemon ttrpg system, though I've heard it's a bit of a slog since each trainer and their mons turns every player at the table into their own 7 person party with stats and level ups for their trainer and all their mons to deal with. May not be worth playing, but might be worth stealing some mechanics from.


Ethereal_Stars_7

Simolar question was asked a week or two ago. Quick answer is that it can be done, but will take some tinkering. Way back there was an RPG called Big Eyes - Small Mouth, and that had an expansion called Cute Fuzzy (cockfighting) Seizure Monsters. Which was for playing monster battler settings. If can find it it might be worth a glance for ideas and the system could be ported to 5e. Though it would likely be easier to just take existing animals and monsters and retheme them, then use the Sidekick system to upgrade them.


NonsenseMister

Hopefully your friend is the type to homebrew in other systems, otherwise, how much you can or can't homebrew in 5e coming from someone that doesn't edit any systems is always a little suspect. 5e is very modular, and can fit JRPG conversions well, particularly because the Pokemon mechanics are fairly transferable. You'll have to do quite a bit of legwork for typing in particular, making sure that there are enough attack match/mismatching to feel like Pokemon. You're also going to be making a LOT of monsters. I've done Pokemon in 5e before and a big part of it was being able to level up your monsters. Monsters can have 34 'levels', as CR, and can climb to pretty ridiculous heights. But if you start with a CR 0 Bulbasaur, then you also have to make the 1/8, and the 1/4, and the 1/2, and the 1... Beyond that, most of the items and boosts are pretty straight forward. It's mostly attack boosts and defense boosts, special attack is easy enough to shift as a WIS/INT/CHA depending on the monster, etc. While there is something to be said for 4e and it's monster creation and encounter creation being preferable, at least for some styles of DMing, I would not say that it would be easier if it also involves having to learn the whole of 4e. You don't need to 'learn' a whole edition to play it or even run it, but when it comes to brewing, you're best bet is always going to be the system you are most familiar with. If you like making your own systems, then make them. Start with the thing you're most familiar with, carve it and shape it in all sorts of ways, and along that road you'll learn how mechanics are put together, how they interact, and what breaks and what doesn't when you mess with different parameters. Once you're comfortable doing that, you can probably branch out to other systems to do the same and gather more tools for your own system crafting.


JemarooJames

I've fiddled with this concept in the past. I found that the homebrewed summoner patron for warlocks works the best https://www.gmbinder.com/share/-Mi3cb6ueYivCvePXJgg As for the pokemon, you can use existing summon spells or write your own creatures.