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Hey everyone! Welcome to our Q&A Post for the start of the new year, here we'll be answering some frequently brought up questions or those submitted on the Discord in the Q&A thread.
A: Just like with 1e everything will be available on our Wiki as well as in Foundry, unlike with 1e we will be able to properly provide all data right from the start, since we don't have to import from PDF. We are currently still upgrading the 1e Wiki experience and will continue to upgrade the experience for both editions.
I read in the full announcement that the second edition will 'put the pokemon first' and 'treat pokemon as first class citizens'. does that mean Trainers will no longer be able/encouraged to pick up a weapon and join the fray? - @jubeikarn
A: Nope! Not at all, what this actually means is that Pokemon Mystery Dungeon; or "Playing as Pokemon" is fully supported right from the start. We still fully intend to keep weapons and the diversity of 1e in-tact. We'd only be expanding it not taking away.
Will there be a possibility for players to focus on things outside combat more?
Something I griped about PTU is how even non-combat classes, like the Chef, do link back into combat invariably and almost exclusively, because they create consumables that are nearly entirely relevant to combat only.
And this pattern repeats again and again. Support for exploration and social interactions is very, very thin, if not lacking entirely. - @krasudreal
A: 100%! Due to the way our Perk Web works you'll be able to design your character just the way you'd like to, so while I'm sure that "Cooking Perks" can have effects on Combat, it shouldn't just be that; perks for Contests, Skill Checks and Exploration, all facets that are important and we hope to be able to deliver enough variety for you to be able to explore all of these facets with your characters!
What plans exist to make the gameplay around finding and capturing Pokémon more engaging? I don't want it to be nothing but pre-determined handouts or spend a lot of time throwing balls until I get lucky - @littlefadeleaf
A: This is an absolutely great question, but one I sadly don't have an answer to quite yet! Honestly it wasn't something we had thought about till you pointed this out, so we've added it to our roadmap to explore more options and ideas, but sadly we weren't able to get anything concrete out for you before this update.
So please stay tuned for a future update and thanks for the feedback!
My first thought on seeing "d100 system" is BRP; will you be taking inspiration from that or will the only similarity be the d100? - @rebelmage
A: While we did play around with the idea, we ended up making the decision not to use BRP's skill advancement system in the end. Considering we have a discrete 1-100 level advancement which BRP systems typically lack, we instead decided to award skill points per level for allocation by the player. But you will be meeting other mechanics like Luck & Push!
Well, that sure is a choice.
What's the philosophy on stat balance behind this? How will tanks or setup 'mons be able to compete?
This feels like a step towards the full swiper meta that you guys dedicated so much time to get rid of with the stat changes - @rainbow_saur
A: We understand this may be your first thoughts but I assure you this won't be the case, while a speedy mon may be able to act first & more often than a relatively slower mon; that doesn't mean sweepers will be the be-all-and-all.
Once we release our next few articles about the Action Economy as well as Conditions & Effects you'll quickly see that all playstyles will be viable, and that being fast can be a double-edged sword!