Sup /tg/, I'm curious. How would you do a Digimon-styled game? With the actual characters not being much more than moral support for the giant monsters that can become bigger monsters with loads of guns strapped on.
use a generic ruleset like FATE or what not
build the digimons as creatures. build the PCs as refluffed mages with only buffing spells and come up with some convoluted digital resource that is spent on buffing digimons like they did in Tamers with the cards and shit
not sure on how to handle digivolution tho. maybe keep track of 'evolution points' that are gained slowly (i.e. equivalent to one Champion digivolution/day, Ultimate takes 3 days worth of points, Mega takes 10 days or something). but aside from that Digimons should level up normally by gaining XP and this makes every form get stronger, reflecting the original series
>>52238614
Use Monsters and Other Childish Things.
If you are worried about the human quickly becoming useless why not have them be their digimon; like in Tamers or Frontier.
>>52238614
The players are statted exclusively for non-combat encounters, whether it's climbing over a fence, sneaking through a facility, or convincing someone to make a trade with you. The monsters, meanwhile, are statted exclusively for combat. Do it with double-sided sheets.
Do you mean just Digimon-styled, or actually Digimon? Because that's been done before.
Obligatory links:
https://discord.gg/cxQdd
http://digimon-digital-adventures.tumblr.com/
>>52238748
Because then you would be playing a superhero game.
>>52238965
>https://discord.gg/cxQdd
Expired
>>52239282
That's your problem.
So I was working on a homebrewed system for this based on Pathfinder and the Summoner. This is what I have so far.
>PCs have no real combative abilities
They can still fight and use weapons and whatnot, but they do not have a real offensive role
>PCs can cast spells
Limited only to buff spells and castable only on his or her own partner
>PCs can support their partners
A couple of ways of boosting their partners combative abilities, such as a sort of link where the PC concentrates on boosting his partner or else granting their partner temporary evolutions.
>PC partners gain evolution points akin to Summoner eidolons
That's where the similarities to the Summoner really end, though.
>PC partners gain the ability to temporarily evolve to higher levels
Just like in 01/02, the base form can evolve to higher levels up to three times (champion, ultimate, mega). Evolving like this is temporary and the partner reverts back to its base form.
>evolutions may end up being locked behind story stuff at first and then free to use after
Just like in 01/02 where something big had to be happening for the partners to unlock their new evolution.
>>52239393
That actually sounds pretty cool, anon.
>>52239839
>only in germany
Out of all the things from this post that would have become outdated, didn't think it would be that.
>>52240203
>outdated
Explain?
>>52240593
They got the dub voice for Tamer's Renamon to voice the character in the vidya game Digimon World Next Order. Thing is, the Renamon in that game is a guy.
>>52240880
So? It's not the same character.
>>52239393
I've also considered removing the spellcasting ability of this new Tamer class and instead implementing a different ability that functions basically the same but doesn't involve casting spells. Basically there's a list of abilities that the characters can choose from similar to a spell list, they can choose a number of those abilities as they level up and then funnel those abilities into their partners.
One issue I'm having is trying to decide how much control as a DM I'd have over the partners. As these are intelligent, sentient creatures, they're not a part of the PC like a Summoner's Eidolon is. So I feel like I should control non-combat stuff like what they say, how they act, their personalities just to add to the role play of it. This is going to be about the PCs building bonds with their partners, and I feel like letting them have complete control over everything like that is too artificial and doesn't lend itself to good character growth and development.
Another issue I'm having is going about assigning partners. I don't know if I should go for the full Digimon feel and assign the PCs partners based on their characters or just let them design their own. Basically my options are
>let them have 100% control over all designs, evolutions, abilities, etc
>assign a base form based on their PCs, let them have complete control from there
>assign a base form based on their PCs, I design the evolved forms, they can have control over all other things such as evolution points