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  • Alola! Welcome to the page of Dungeons & Dragonites!

    If it's not already clear, Dungeons & Dragonites is a Pokemon-based module that I am creating for the game of Dungeons & Dragons. Personally, I find that D&D systems are a great way to apply a RPG-like system to everyday roleplay because the calculations are nice and easy while at the same time preventing people from just saying that they landed a hit or dodged an attack.

    This page will not only teach you how to play if you don't already know, but also list the changes that I have made to the base D&D system to better apply it to a Pokemon setting.
  • ON THIS PAGE:

    Basic Stats
    Class Modifiers
    Nature Modifiers
    *Modifiers
    Roll Modifiers
    Advanced Stats
  • BASIC STATS

    DND systems often have 6 basic stats: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). These stats should be fairly self-explanatory, but for a Pokemon system, I've included a little more:

    Strength (STR) is a measure of your physical power. For Pokemon, you would roll this for Physical-based Moves.
    Dexterity (DEX) is a measure of your agility and, obviously, dexterity. For Pokemon, this dictates Speed also.
    Constitution (CON) is a measure of how well you can handle physical things, such as getting drunk or seeing something that might turn your stomach. This not only adds to your HP, but for Pokemon, also works as your defense.
    Intelligence (INT) is book smarts. For Pokemon, you would roll this for Special-based Moves.
    Wisdom (WIS) is street smarts. For Pokemon, this serves as your special defense.
    Charisma (CHA) is a measure of how attractive you might be to others, whether it's physically or otherwise. For Pokemon, this will be rolled for Moves that are based on charming the opponent, like Tail Whip, Charm, Captivate, etc.

    These 6 are the first stats you roll for. A stat roll is typically 3d6, but for the purposes of mine, I usually just go with a d20 for each one. However, if you get a 3 or below, reroll, as essentially you cannot do anything with a stat if it is below 4.

    20 is the highest one of these stats can go, with some exceptions.
  • CLASS MODIFIERS

    Normally in D&D there is something called a racial modifier. Depending on your race, you would usually get a +2 to a specific stat and a +1 to another. These apply to your base stat, so if you have a +2 racial modifier that gives Strength (STR), your strength of 14 will now be 16 instead.

    Since Pokemon does not have different fantasy races, these modifiers will be applied based on Trainer Class if you are a human or Species if a Pokemon.

    A Pokemon's species modifiers are determined by their in-game base stats. By looking at the final evolution of the line, we can determine what the particular species is best in. However, as Pokemon have hidden stats called Individual Values (IVs), sometimes allowing them to be good in different things, some of them have different options to pick from. To keep things balanced, you may only pick one from each column. Alternatively, if you don't like any of the +1 options available and have multiple +2 options, you may trade a +2 down to a +1, but you cannot trade a +1 up to a 2.

    Refer to this chart (in progress!) to determine what species modifiers your Pokemon can have.

    You can go over the cap of 20 with this modifier, so you may want to keep track of what you picked.
  • NATURE MODIFIERS

    If you're familiar with Pokemon, you probably know that they have something called natures. In game, unless neutral, natures give Pokemon a boost in a particular stat while taking away from another. In this module, they work similarly, giving a +1 to a particular stat but taking away 2 in something else, allowing you to begin with two +2s for a price.

    Because there is one more stat in D&D than what the regular Pokemon games have, however, I have made a few changes to already existing natures while adding in a few of my own.

    Refer to this chart for natures! A number labeled 'roll' is included next to them so that you can roll to see what you get if you'd like.

    You can go over the cap of 20 with this modifier, so you may want to keep track of what you picked.
  • *MODIFIERS

    As most people know, as Pokemon evolve they get stronger. This is determined by the section of the Pokemon species chart called the *Modifier. It is named such because instead of one thing in particular it is based off certain conditions, such as rarity, evolution stage, etc.

    This number, if applicable, applies only to the two species stat modifiers you chose for your Pokemon.

    You can go over the cap of 20 with this modifier, so you may want to keep track of what you picked.
  • ROLL MODIFIERS

    D&D systems are so easy to apply to everyday RP because instead of big complicated calculations and formulas based on what stats you have like video games tend to do, they use something called roll modifiers. These modifiers are different from the racial/class modifiers, nature modifiers, and *modifiers, as those apply to your base stats while these apply to any rolls you make after your initial stats are determined. This type of modifier is a number that is determined by the amount of your stat. 10 is average, giving you a modifier of 0. For every 2 that you have over 10, you get a +1 modifier, maxing out at +5 for a 20. This works in the opposite way, giving you -1 for a 9 or 8, a -2 for a 7 or 6, etc.

    Confused? Perhaps this table will help:
    STAT
    0-1
    2-3
    4-5
    6-7
    8-9

    MOD
    -5
    -4
    -3
    -2
    -1
    STAT


    10-11

    MOD


    0

    STAT
    12-13
    14-15
    16-17
    18-19
    20

    MOD
    +1
    +2
    +3
    +4
    +5

    So what do we use these modifiers for?

    Roll modifiers are what you would apply to a roll depending on what it is you are doing. The reason we rolled our base stats and obtained our class, nature, and *modifiers first is because we need to determine what our Constitution (CON) modifier is before we can calculate our Hit Points (HP), among other things.
  • ADVANCED STATS

    Now that we have our initial stats determined and we know what roll modifiers are, it's time to learn about the more complicated stats. These stats rely on the roll modifiers which is why we had to determine the rest of the stats before we could move on to these.

    Hit Points (HP) are an indicator of how much damage you can sustain before you go down, just like in every other game. To determine your HP, look for a column that says 'Hit Dice'. At level 1, your HP is the number on the hit dice plus your Constitution (CON) roll modifier. i.e. If your Hit Dice says 1d10, and your Constitution is 16, it will be 10 + 3, or 13. For every level after 1, you roll that dice instead and take the number you get plus your CON modifier.

    Armor Class (AC) usually serves as your defense and evasion. In this Pokemon module, it counts as evasion only. However, it works the same way: for an attack to make contact, the roll must meet or be higher than your AC. Unarmored, your AC is 10 plus your Dexterity (DEX) roll modifier.

    Passive Perception (PasPer)