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Joined 2 years ago
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Cake day: August 1st, 2023

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  • It’s a small part on the German border which we got as compensation for WWI. It has a population of roughly 80.000 people, less than 1% of the Belgian population. The two main languages are Dutch (60ish %) and French (40ish %), but German is technically a national language.

    I suspect that people in Flanders encounter way more Germans than German-speaking Belgians.


  • Can’t speak for the Netherlands, but here in Belgium the first thing anyone thinks of when you speak German is the war. I know I’m not supposed to mention it…

    That being said, German usually sounds like angry Dutch to us, so I guess we both agree on where we are on the funny-angry spectrum.

    Also, most of your examples are more common in the Netherlands, which are definitely further along the funny axis.







  • Eh, vintage has had control and hatebear-style decks as its most prominent decks for years, with combo often being around 1/3 or less of the metagame. Legacy often has a tempo or control deck as the de facto best deck. Combo being this dominant is really only a modern thing. And while some of these decks aren’t A+B combo decks, I wouldn’t immediately consider them interactive in the way tempo or control would be.

    Most of these decks are racing for their win-con, which makes them strategically similar in a way a metagame with strategies like death&taxes, hard control, tempo, and midrange wouldn’t be. I wouldn’t consider a hypothetical metagame with 50 different T3 combo decks more diverse than, say, current vintage.





  • Version 1.2 is up! It should include fixes for everything you pointed out. There’s a short overview in the Version History.

    Some design clarifications:

    • Amnesia doesn’t work out of battle, I’ve added a clarification to the move.
    • I hadn’t actually considered Transform out of battle, that one’s on me. It now gives you that entire Pokémon’s moveset, but every move uses a d4 Move die to balance out the lack of PP.
    • It’s deliberate that some Pokémon have more than one Basic Move. It felt kind of arbitrary for Poison Sting to be one for Weedle but not for Nidoran. I have removed Transform’s Basic status for Mew, though.
    • There’s no benefit to catching higher-stage Pokémon, the catching rules mostly just make it a bit harder to get higher-stage Pokémon early. By making excursions into higher-difficulty areas more costly, it should hopefully keep trainers within their intended zones without explicitly forcing them to. But yeah, if you want a Machamp, you should probably try to find a Machop instead.
    • MissingNo.'s size difference wasn’t intentional, but I’m definitely keeping it.

    Thanks for the thorough read-through, I really appreciate it!

    And lovely to hear that you’ve got a group together! I’d love to hear how it goes!









  • Feedback is always more than welcome!

    I might just change Paralysis at this point, it’s been a bit annoying to track in playtesting and if it’s apparently hard to understand as well it may not be worth it. The general goal of conditions was to have them go away as quickly as possible to keep things simple, which is why Paralysis disappears at the end of the start of turn, but having it just be no-movement for 2 turns is probably the better option. I’ll have to do some playtesting first, though.

    And capitalising Move is probably the easiest option. I’d have to check if that causes anything weird, but probably not.


  • Hmm, techniques might work, but space is often limited and it’s quite a bit longer than “move”. I’m aware of the issue, but didn’t have a clean way of solving it. I couldn’t use “attack” since there’s already an Attack die and abilities are also a thing in Pokémon in general. If it was going to be confusing regardless, I figured I might as well stick with the name used in the games. Basically, move as a noun is an “attack”, move as a verb is movement. I may have to try to fit that clarification in somewhere…

    The thing to keep in mind with Paralysis is that every round starts with determining turn order, any Paralysed Pokémon move to the end of the turn order and then loses Paralysis. The not-being-able-to-move bit is only relevant if the Paralysed Pokémon hasn’t acted yet that round.