I'm most active on my Tumblr, ali-dot-txt, which is linked on my itch page so I'll for sure see messages sent to me there. As for ranges, PMDTA is a "theater of the mind" system, so it's largely up to players and the Narrator whether an attack is classified as happening at range or not.
alimakesrpgs
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Here's another link that's currently working: https://mshgamer.com/wp-content/uploads/2013/03/TSR6876.MA3_.Ultimate.Powers.Boo...
If you mean the fillable PDF character sheets, I'd likely have to fully redesign them to incorporate the additional Experience Points as well as the four slots for type moves and status moves that I added to the docx character sheet in this update. Since that seemed like it would significantly increase the workload for this update, I removed them and the premade characters for this update. When I have more time on my hands in the future, I'll redesign them and put them back in their place. Until then, the docx character sheet exists. Sorry for the inconvenience!
For the sake of simplicity, this system doesn't have "moves" as such. When a Pokémon attacks, it's a simple matter of choosing whether the attack is physical (uses Atk) or special (uses Sp. Atk) and then choosing a type, if the Pokémon has multiple. You can see the rules for attacking starting under "Option 1: Attack" on page 2.
Thank you for the kind comment!
I agree with you on the experience points. Repeated betrayals would come off as boring after a while, especially in a longer campaign, which I hadn't considered. And the phrasing of "come across" does encourage a more passive way to experience the game.
In terms of status moves, this game originally had 4 moves per type, before I ran out of ideas halfway through. Single type-based status moves weren't something I'd considered, especially after Abilities took that role, but I do see how status moves would improve combat complexity. I'll have a look and see if I've got enough ideas to fill out a type chart. If not, I might make a list of typeless status moves, since STAB wouldn't affect them anyway. Thanks again!
"Moves" as they exist in the game don't exist in PMDTA. Instead, when you attack a target, you choose whether to use Attack or Special Attack, and choose which of your types to use (if you have more than one). Then you multiply your attack stat by the modifiers applied to it (if the attack is super effective or you have only the one type, etc) and subtract the target's Defense or Special Defense stat from it (Minimum damage dealt is 1).
Hm, now that I write it out it seems very complicated, but it flowed pretty well in the playtests.
My bad. That references the old TSR Marvel RPG, which this random generator was originally made for. If you can find that, I'd recommend using it, but if not, you can pick a random power off this list: https://marvel.fandom.com/wiki/Category:Powers