Best There Ever Was v2
Similar to my effort with Through the Veil, I’m circling around to improve BTEW. I’ve just run Haunt at Okanigi Forest and I’m using that experience to improve things. My goals are that this game will be easier for the typical RPGer to pick up and use and that combat will be simple and fast enough to easily run online. To accomplish this I’ve moved the system closer toward basic DnD rules and changed combat so more attacks and moves will land. cheers!
Wonderful Creatures Called Legamon!
As a young trainer just setting out on your grand adventure, you’ve caught or been given your first legamon companion. Let’s figure out who that is.
The core of a legamon is the initial concept in your mind. Decide what it is like, it’s type, and write a sentence or two as if a legadex is describing the mon to a young trainer. After that we just need to add a few stats. Or pick one already generated by the gloggers or N*ntendo. You can add an ability like “shines light” or “floating” if that helps describe your mon.
Next, behold how the stats from classic p*kemon games and DnD map to one another. A table is provided below. We’ll use one number to describe each pair of stats as they are really just one. For battle situations involving stat checks the old pokemon stats will inform what needs to be rolled, for those classic dnd situations you’ll find yourself in the dnd side of the pair will indicate which stat to test. I’ve added a new stat, Bond, which is a measure of the trainer-’mon relationship and is tested to evolve:
hp = hp
Str = Attack
Con = Def
Int = Sp Attack
Wis = Sp Def
Dex = Speed
Cha = Bond
To generate a level 1 ‘mon roll 3d4 down the line. Swap one stat if you want. Maximum level for a legamon is 10.
All mon also start with a status effect move, 1 Move Dice (MD), one move based on their type. They will quickly gain more. ???HYPERLINK TO REAL MOVES???. Roll a starting move based on your type.
Lastly, assign a damage dice to your mon’s physical attacks and their special (energy) attacks. Use a d4 and a d8 or a pair of d6’s.
Gain 3x your level in XP to level up. A mon is worth their level in xp when defeated, befriended, or caught. When you level up, roll a d4 and spread that many points across any of the above stats then choose one: learn a random move, gain an MD, increase one of your damage die. To evolve, you can test Bond once per level at a satisfying moment. If you succeed, choose two: 2d4 stats, 1MD, 1 move, increase damage die.
If this is your first legamon, level up your mon to level 3. No professor would let you wonder into the grass with anything less.
Err… What’s Your Name Again?
As a young teenager, you are mostly helpless. You have a default 1:6 chance of performing a task that requires a skill check. You gain +1 for each factor in your favor (a legamon is helping you, you have a particularly relevant move, you have an appropriate item). You will need to rely on your wits and your friends to overcome the challenges you will face. You also have a Knack. A single skill which you are adept at. You gain a +2 bonus to skill checks where your knack is useful.
You have 3 injury slots which are filled when you are hit with an attack and healed when fully rested. Be wary, if all three are filled you are Stuck and Helpless.
You have 10 inventory slots which you can fill using your saved allowance (1000cp) and your future winnings. Careful use of these will aid you greatly in the wild.
Let’s Fight!
Turn order in a battle is determined by the speed stat. Highest goes first.
On your turn you can use a move or attack. Moves are resolved like spells and use MD. MD return to your pool on a 1-3.
Attacks are resolved with an opposed roll, each participant trying to roll under the appropriate stat. Decide if a physical or special attack is being made, then test the relevant attacking stat while the defender tests the appropriate defense stat. (For example, a physical attack uses the Attack stat, deals the damage die assigned to physical attacks, and is opposed by the defender’s Defense stat). Compare the result to this:
attacker/defender:
pass/fail: attacker deals damage and successful maneuver
pass/pass: attacker deals damage or maneuver, defender's choice
fail/fail: attacker and defender lose 1hp as they clash claw (and grimace)
fail/pass: defender makes a maneuver
Maneuvers are for anything you might want to do on your turn besides fighting or using a move. Use your maneuver to use a trainer item, jump up to high ground, cut the rope holding up the chandelier, etc. For these kind of maneuvers just test a stat as appropriate and consider they types of things a fire breathing lizard should just be able to do if they wish. Favor an automatic success since they already rolled for it once during the opposed roll. I'm going to reference my Fuck, it's a Legamon post as a guidepost for dealing with these. Maneuvers can also be used to apply your type's status effect or use a move which is listed as the Maneuver type.
If an opponent cannot meaningfully oppose a roll due to circumstances, then an attacker can deal damage or perform a maneuver for free.
Saves vs status effects occur at the end of your turn or if a maneuver is used to rid them.
Sorry, you’re not my Type:
Each Type is strong against one Type and weak against another. If a Type is strong, then moves of that type will deal [level] extra damage. If a Type is weak against a target, then moves of that Type will deal [level] less damage to a minimum of 1. The chart below shows the relationships. Bolded Types are strong against the Type below and weak against the Type across. The list wraps, so Normal is strong against Dragon.
Hang on, we’re going to the legamon clinic!
In the wilderness apart from proper healing clinics it takes legamon time to heal. They are considered healed fully at the end of each month. A night’s rest with a warm meal will restore 1d6 hp, but will not remove lingering injuries.
If a legamon takes enough damage to faint, roll on the Table of Consequences, +1 for each previous roll since the last a full rest.
Table of Consequences
Out of breath, just need a minute to catch it.
Moping, just need a minute to lick my wounds.
Deep Fatigue, -d4 Attack and Def until full rest
Dizzy, -1 MD until full rest
Badly bruised up, -d6 hp until full rest
Amnesia, -1 move until full rest
Broken bone, -d4 to all stats and hp until full rest
+, struggling. -2 HD and -d6 to stats, -1 MD. Further injury risks this legamon’s life.
Running away is a skill check like anything else. You can get a +1 bonus by dropping items. Sometimes whatever is chasing you won’t be mad enough to chase you far, other times you’ll have to earn it. I suggest getting some decent shoes. Against trainers, anyone in the league or basic civilized folk will accept a forfeit. Watchout for bandits and the like that may wish you harm!
If all your legamon are at 0hp, your last injury slot is filled, you fall into a pit and break your legs, or get captured by bandits you are *stuck and helpless*. A distress beacon can be sent out for rescue. If someone rescues you from the wild, roll on the table below. Otherwise a ranger might be able to find you. They are spread quite thin, though. If not, roll a new character and I’ll write a letter to your mom.
Stuck and Helpless Table
Strengthened by hardship, +1 bond to each of your legamon.
Hardship, lose d6 items.
Battle scar, permanently reduce a random legamon’s stat by 1 dice.
Lingering injury, permanently fill a trainer injury slot.
Falling out, reduce a random legamon’s bond to 1.
Separated from one of your legamon.
Into the Grass!
Wild areas may be resolved using traditional dungeon methods or by doing a depth crawl. The plumbing procedure for a depth crawl is to roll a d12 plus the number of dungeon turns you've been progressing through the area.
If the sum is under 12, the GM will generate a random location and encounter. This will also indicate if there is a mon or trainer.
If the sum is greater than 12, the GM will make a tally and you will encounter the first of the area’s unique locations. When you reach the last of these locations and resolve the scene the adventure is over and you may tally your score.
Your score in a wild area is # of dungeon turns - 1 for each legamon you caught. I'd love it if you posted your score on any of my wild area posts in the future.
Healing Items
400c - Gruffle Milk, Recover 2d6 hp
200c - Yummy Juice, Recover 1d6 hp
100c - Aloe, Remove Burn
100c - Antitoxin, Remove Poison
100c - Air Horn, Remove Sleep, or cause an encounter roll.
100c - Weedkiller, Remove Drain or kill a plant.
300c - Repel, +2 to Flee rolls when active
Survival Items
50c - Kebble, 1 day's ration for a team
200c - Rope, Quickly escape underground locations
200c - Flashlight, See in the dark.
50c - Matches, Start a fire, 6 uses.
300c - Running Shoes, Advantage to Run Away.
300c - Tent, Counts as shelter under most conditions.
Legablocks
100c - Legablock, Cube, roll d6 over hp to capture a wild mon
200c - Superblock, Cube, roll 2d6 over hp + level to capture a wild mon
400c - Megablock, Cube, roll 3d6 over hp + level to capture a wild mon
Unique Blocks
50c - Friendship Bracelet, Let everyone know you're best friends!
200c - Hard Candy, Increase your bond with a legamon by 1d4
300c - Fatigueblock, Octahedron, roll d12 over def to capture
300c - Puzzleblock, Octahedron, roll d12 over special attack to capture
300c - Prestigeblock, roll d8 over level
Single Use Power Boosts
200c - Syrum A, Increase damage by [level] for this battle
200c - Syrum S, Increase your attack and special attack by d4 for the next 6 rounds
200c - Syrum F, Increase your MD by 1 each round for the next d6 rounds
200c - Syrum H, Recover d6 hp for the next 4 rounds.
500c - Syrum X, Combine syrums A,S,F, and H. Lasts for 2d6 rounds. Your Legamon is Struggling after it wears off.
Held
200c - Jalapeno, increase fire damage by 2
200c - Fluorescent Bulb, Increase light damage by 2
200c - Four Clove, Increase grass damage by 2
200c - Holy Water, Increase water damage by 2
200c - Liden Jar, Increase electric damage by 2
200c - Sparkling Gem, Increase ground damage by 2
200c - Titanium Cube, Increase metal damage by 2
200c - Pinwheel, Increase wind damage by 2
200c - Headband, Increase combat damage by 2
200c - Mercurial Spoon, Increase mind damage by 2
200c - Black Talisman, Increase dark damage by 2
200c - Serpent Skull, Increase dragon damage by 2
200c - Ceramic Ring, Increase normal damage by 2
200c - Fang, Increase toxin damage by 2