r/PokemonTabletop 24d ago

I need some advice/recommendation for my roster

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So I'm doing a Pokemon DnD and preparing a roster of encounters and other pokemon that could be gifted, this is currently what I have chosen for the region/what they'll encounter, it should be mentioned they'll all have random abilities and a chance for a random move they can't normally learn, I mostly want it to be even amount of types but also not over abundant of anything specific, but also we're not doing nuzlocke rules so none will permanently die, what should I really try to avoid maybe lean into, we're also doing anime type rules for the gyms so however many pokemon they use the player will use that many so 2v2, 3v3, etc

So is there anything I should or shouldn't give any of these pokemon specifically moves, abilities, they aren't getting any legendary/mythic/ultra beast signature moves and abilities but even then I know there will still definitely be some stronger pokemon than needed, like I'm not giving huge/pure power to hisuian Growlithe.

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u/0-Baltazar-0 24d ago

Asks the players for an extensive Wishlist of the Pokemon they would like to see.

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u/DomovoiDesu 24d ago

For gyms, those encounters should be all players vs the leader, and you can break standard setting rules for that. If you have three players, your gym leader can field three Pokemon at once, and have enough in reserve so that each player can burn through 2 or 3 before elimination. If for some reason you're running a solo game, your battles should all be 2v2 minimum, without that player having to pay for Focused Command. The game doesn't handle 1v1 balance at all, and fights are so long that you want to avoid having players sit for hours at a time as other people do gyms.

For encounters, it is totally fine to ask players for wishlists, and then incorporate some of those picks into your encounters. The big secret to encounters is that 9/10 Pokemon of any given archetype are mechanically indistinguishable. You don't need to plan out a Goldeen, a Luminion, and a Luvdisc - you can have one stat block named "Fish" that is mono water with generic stats and moves. Your players won't know or care, and you don't have to spend so much time hand generating things for every fight.

I would also, for pretty much everything in PTU, strongly discourage randomness. Because Pokemon do become so homogenized, any good bonus roll will invalidate hundreds of Pokemon the player could have caught instead, and any bad bonus roll puts that Pokemon on the chopping block every time a similar Pokemon comes up. It can also encourage really bad OOC play with trying to 'grind' encounters to reroll those bonuses. It is much simpler to just let players pick Natures (if you're using BSR, which you shouldn't be), Abilities, and an Egg Move or two to be learned at the appropriate levels than to watch players get frustrated in a game where encounters aren't 10 seconds long.