Pokémon Mystery Dungeon: Tabletop Edition

A system for grid-based combat based on the Pokemon Mystery Dungeon games. A team of players each controlling their own pokemon will face off against a team of GM-controlled enemies.

This game encourages cooperation among teammates. Work together to support each other and decide on a strategy to defeat your enemies!


Combat

Combat will take place on a square grid. Before battle starts, enemy pokemon will be placed first, then players may choose where to place their pokemon. Leave a two-space gap between enemy and ally sides of the grid. Once battle begins, there are no restrictions on movement.

A sample starting position.

Deciding turn order

At the beginning of battle, have each player roll d10 for each of their pokemon. The GM will do the same for all enemy pokemon. (If a pokemon has a Speed bonus, roll an additional d10 for each point and choose the highest result.) The pokemon with the highest final result will move first, the second highest result will move second, and so on. Ties between a player and an enemy can be decided with a coin flip. Ties between two enemies or two allies can be resolved by consensus of the controlling players.

Keep track of the turn queue during each round to aid in remembering who moves next. Once all remaining pokemon have taken their turn, repeat the process and create a new turn queue for the next round.

When your turn comes, your pokemon can take one of the following actions:

Using moves out of turn: priority and delay

There are two ways that a pokemon can override its place in turn order:

Fainting and ending combat

When a pokemon's HP drops to zero, that pokemon faints and is removed from the board. When all enemy pokemon have fainted, the battle is won and the players succeed. If all player pokemon faint, the battle is lost and the players fail.


Pokémon

Each pokemon possesses the following characteristics:

Additionally, each individual pokemon has maximum HP and maximum PP that increase as the pokemon grows in level. By default, each of these start at 10.

Stat bonuses

A single stat bonus (+1) will have the following effect for each stat. These effects can stack with stat bonuses greater than +1.


Moves

Pokemon moves have a variety of uses, such as executing strong attacks, weakening your enemies, or supporting your allies. The location of the user and target on the battlefield are important in determining which moves you can use.

Moves have the following general characteristics:

By default, a move can only be executed in straight lines from the user's position, in all cardinal directions and diagonals. Unless otherwise specified, moves cannot "pass through" one pokemon (including allies) to hit another behind— a ranged attack will strike the pokemon closest to the user in any given line.

Grid squares reachable by an attack of range 2.

There are also moves that affect all pokemon in an area. This area is typically a square centered on a specific pokemon. The "range" of the square determines how far its sides extend from the center.

Square areas of range 1 and 2.

Calculating damage

When using a damaging attack on another pokemon, there are a number of factors that can add or subtract from the damage inflicted. Use the following list to determine the damage dealt when attacking:


Status conditions

Pokemon may be affected by persisting status conditions in battle. These conditions may disappear on their own, or they may require moves or items to remove.

The following are considered non-volatile status conditions, meaning they persist outside of battle and cannot be stacked with each other:

The following are considered volatile status conditions, which will disappear at the end of battle. They may be applied at the same time as each other and any non-volatile status condition. Each check must be done independently.


Items

Using items can help your party survive long adventures and give you an edge in combat. Your party has a collective inventory of items that all party members can access. Any ally pokemon can use an item on itself or another ally during its turn in battle. Between battles, items can also be used or equipped to party members as held items.

Held items vs. consumables

Some items have passive effects that only work if they are held, while some items are consumed on use. If a pokemon holds a consumable item, such as a status-healing berry, it can use that item on itself at any time during battle without expending its turn. A pokemon can also choose to use its held item on an ally, but this can only be done on its turn, and is treated the same as if the item was in the party's inventory.

Items can only be equipped to party members outside of battle.

List of items

Healing items

Name Type Description
Cheri berry Consumable Heals paralysis.
Chesto berry Consumable Awakens a pokemon from sleep. If held, a sleeping pokemon can use it to awaken itself.
Pecha berry Consumable Heals poison.
Rawst berry Consumable Heals burn.
Aspear berry Consumable Thaws a frozen pokemon. If held, a frozen pokemon can use it to thaw itself.
Leppa berry Consumable Restores 2 PP.
Oran berry Consumable Restores 2 HP.
Persim berry Consumable Heals confusion. If held, a confused pokemon can heal itself without a chance of hurting itself in confusion.
Sitrus berry Consumable Restores 4 HP.
Reviver seed Consumable Revives a fainted pokemon, restoring all its HP and PP.

Throwing items

Name Type Description
Stick Consumable Deals 2 HP damage to any target in a straight line. Unlimited range. Blocked by obstacles, and strikes the first target it hits.
Iron thorn Consumable Deals 4 HP damage to any target in a straight line. Unlimited range. Blocked by obstacles, and strikes the first target it hits.
Geo pebble Consumable Deals 2 HP damage to any target in a straight line. Unlimited range. Can pass over other pokemon and ignore obstacles.
Gravelerock Consumable Deals 4 HP damage to any target in a straight line. Unlimited range. Can pass over other pokemon and ignore obstacles.

Held items

Name Type Description
Power band Held item +1 Attack.
Defense scarf Held item +1 Defense.
Special band Held item +1 Special Attack.
Zinc band Held item +1 Special Defense.
Clear amulet Held item Prevents the holder's stats from being lowered by enemy attacks.
Pecha scarf Held item Prevents the user from being poisoned.
Persim band Held item Prevents the user from being confused.
Razor claw Held item Increases critical hit chance. When the holder rolls for a critical hit, allow an extra roll if the first roll fails.
Leftovers Held item Restores the holder's HP by 1 after their turn.