Welcome to the Instict System! This is a system created to be able to play PMD with your friends through the magic of dice, and cross your own world and imaginations. Keep in mind the whole system was created using makeshift solutions from roll20 in mind, so adaptations if you want to go true table-top might be necessary.
Combat follows the Dungeons and Dragons 5e Style, but with added interactivity Once in combat, initiative dices (1d20+AC) are rolled, and that decides the turn orders. ### Combat Round - 1 - First Movement - 2 - Action - 3 - Bonus Action - 4 - Second Movement - 5 - Reactions In your first movement, you move a number of squares equal or lower than your movespeed. In your action, you can execute an Move, use an Item, or execute an Special Action. In your bonus action, you can use Moves that specify using a Bonus Action, or Abilities that specify using Bonus actions. In your second movement, you use the remainder of your movement (that you didn’t spend on the first movement) to move. (AOO still applies) After your turn has passed, you can execute a reaction in the midst of another Pokémon’s turn, such as an attack of opportunity. ### Special Actions These are special actions that can be used by any Pokémon. They count as 'Full Actions', meaning that they eat up your reaction and bonus actions as well. **Ability Use** - You can use an ability that is not passive. **Dash** - You move in a single direction at double your movespeed. **Throw** - You throw something you are holding a distance of 4 squares. Damage is equal to your Strength * Item's multiplier. **Wield** - You can wield an item, usually weapons. **Wait** - Allows you to use an action outside your turn, waiting for a certain condition. This allows for team attacks. **Dodge** - Doubles your AC bonus for the next attack you receive. **Focus** - Doubles your accuracy for your next turn. \columnbreak ### Combat Mechanics #### Defense Subtract the damage received by your defense/sp defense, depending on how you got attacked. #### Evasion You have a secondary attribute named AC(Armor Class), which begins at 4 and increases with your dexterity. When your Armor Class is above the enemy's #### Criticals and Critical Failures When your hit dice rolls a 1, you blunder and fall prone. When your hit dice rolls a 20, you deal a critical hit, you double the damage dealt. #### Advantage and Disadvantage When you have advantage, you roll twice for a hit, and pick the better result. When you have disadvantage, you roll twice for a hit, and pick the worse result. #### Prone When you are thrown prone, you must spend your entire movespeed to get up. Attacks against prone targets have advantage. Only bipedal pokémon can be thrown prone. #### Resistances and Weaknesses If you get attacked by a type you are resistant to, you receive half damage. If you get attacked by a type you are weak to, you receive double damage. \pagebreakNum
Pokémon has a very strong power balance dependent on types. In the mission to approximate the Instinct system to the Pokémon system, damage types were reworked as a whole to be just Types.
There are 18 types. Your type combination determines what attacks you are weak to, or resistant to. Your resistances and weaknesses, and be fair when attacked.
Consumables are one-use items, useful for planning ahead, exploring, healing, and some many other things.
Equipments are the cornerstone of any team. They allow you to do more than if you were unequipped, often being the reason you can get out of a mystery dungeon alive.