>>50137903Hi anons, how does this look like for the beginning of the dex? It kind of goes. Working on a hack dex with some friends, I don’t think it’ll come together but I can at least do my job and skip blame.
Starters
>Turtwig >Charizard >Popplio Meant to represent Land, Sky, Sea. We’ve also got a physical tank, a faster more mixed attacker, and a special tank.
Route 1 (Riverside Romp)
>Bidoof (50%) >Fletchling (35%) >Sewaddle (15%) A secondary GFW triangle, partially for early player team building and partially for NPC team building. Fletchling and Sewaddle are rarer for their type effectiveness on starters.
Route 2 (Urban Entryway)
>Bidoof (20%)>Fletchling (15%)>Sewaddle (15%)>Lillipup (20%)>Skitty (15%)>Nickit (10%)>Pichu (5%) And then for Route 3 (Urban Exit), I’m thinking it’ll have Lillipup, Skitty, and Nickit totally replacing the Route 1 ‘Mons and Pichu going up to 9 or 10%. I think Eevee will go here too, maybe a 1% encounter? What do you guys think, is that too obnoxious? It’s meant to be rare but that’s more RNG than effort. Maybe like 10-15% but in a patch you access with the first HM/equivalent?
Also would it be a good idea to put another bird, bug, and rodent (or equivalent) in early (possibly even Route 3, keeping the above assortment of mammals rare) so players with type autism have access to these archetypes?
I’m trying to hit a balance of “restricted distribution to create difficulty” without making it boring or too repetitive. Aiming for a BW2/SM sized Dex.