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House Rules

A community list of common “House Rules” when running Pokerole

  • Clashing
    • Clash must be against the same damage type (Physical/Special) Gave up on this one, felt weird and limiting
    • Clashing an all foe range attack with another one clashes the whole whole attack Way too powerful in Raids
    • Spend one will point for a multiple foe move to hit more than one target, number of targets is based on rank as normal.
  • Removing Pain Penalties
  • Critical Die instead of success based for Move Critical Hits (Effectively, a Chance Die to crit.)
  • Minimum one damage even for Not Very Effective damage.
  • Special Defense is Insight, not Vitality
  • TMs and TRs:
    • Glee: “TM's are a Guide for how to teach a certain Move in general, can be reused for various pokémon. More expensive. TR's are a Guide for how to teach a certain Move to a specific Pokémon, single use (or maybe if you have many of the same Pokémon….). Cheaper.”
    • 3 Successes to learn the guide and move
  • Alternate Will Points:
    • Spend 1: Reroll last roll I'm using this ATM, the others are ideas if this doesn't work out
    • Spend 1: Reroll last roll with 1 additional die
    • Spend 1: Reroll all failures
    • Spend 1: Get Will+Rank Dice than can be added to rolls as needed until end of round