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Would such a system be implementable in Essentials?
Introducing EX points in short:
>Usual lvl100 max cap
>Level cap for each badge
>Every 10 levels you can convert those levels into EX points
Of course based on real EXP points sacrificed: the first 10 levels are way cheaper and reward far less EX tha, say, going from lvl 90 to 80.
The pokemon is downgraded in stats accordingly, but keeps moves and evolution of course
>EX points can be spent for a fuckton of stuff, each with a different cost in points depending on power
More item slots, move slots, moves otherwise unavailable, additional abilities, additional stats, unique bonuses depending on the pokemon (a Delibird could improve his Present chances for example) and so on
>No cap on EX points, but costs increase and benefits decrease
So at Ex level, say, 10.000 you'd need 100 points to gain 1 max HP, while early on you could buy a unique move for the same price
>Why this system?
I want challenge during the story by using level caps and being underleveled, but also want post-game challenge by being able to throw buffed and tailor-made challenges at the player, while also rewarding playing the game and grinding.