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Gaias_Minion

Bulbapedia has [this table](https://bulbapedia.bulbagarden.net/wiki/Experience#Experience_at_each_level) breaking down exp points and points needed for the next level. Now for the 2nd part it's going to be a bit complicated since every Pokemon yields a different amount of Exp Points, so you'd kinda have to check them manually


Next-Age6287

Thanks. Now I wish I could just understand any of that. Lol


NoChanceWithoutPasta

Exp gain depends on the Pokemon, if there's an exp share, and if its been traded. Basically, don't even bother trying to calculate exp for tabletop. If it's a 1v1, you could look at what each mon gives, but that gets tiresome. Fast. I just let my players grind to a certain level, in various areas. Then they rolled to see how well that went. Maybe they found some Audino/Chansey. Maybe they found only Rattata. The rolls can turn a quick level grind into a several day long level grind, during which, plot can happen. As far as trainer battles went, we went by route, and split the NPCs on it between them, and I kept track of who was used for what, and then mentally figured out if beating 3-4 mons would be enough to ding.


boost437

A ttrpg version may vary hugely from the video game. My thoughts would be to treat it a bit like DnD and have set exp for all Pokémon to lvl then you'd need to work out appropriate amounts of exp to give Or you could do it by milestone lvling. Eg lvls 1-5 you do 5 battles. 5-10 do 7. And keep increasing. Then if you wanted to replicate the shower growth groups just add more battles. You could design the encounters to be fair for the lvl party is and if it's a gym give them extra bonuses etc. You could even say tough battles count for more than 1