I'm currently playing though Pokemon Shield (I may put together a LTTP when I'm done) but this just crossed my mind.
In Dragon Quest XI, instead of having traditional difficulty settings, you have this:
You can turn as many of these as you wish on at the start of the game, and you can turn any or all off any any point afterwards, but you can't put them on again unless you make a new game.
And I think much of it all could work well in Pokemon, like say:
Master Trainers - Trainers (and boss Pokemon) are much stronger and smarter
Reduced EXP - Pokemon Receive less EXP from battles
Capped Levels - Pokemon will stop gaining EXP upon hitting a level determined by your story progress (Gym badges)
No battle items - You can't use your items in battles
Opponent Items - Other Trainers will have more and better items they can use in a battle
Expensive Items - Pokemart items cost considerably more
Paid Pokemon Center - The Pokemon center is no longer free (Unless you are broke)
Disobedient Pokemon - Even non-traded pokemon will disobey you if they are too high a level.
In Dragon Quest XI, instead of having traditional difficulty settings, you have this:
You can turn as many of these as you wish on at the start of the game, and you can turn any or all off any any point afterwards, but you can't put them on again unless you make a new game.
And I think much of it all could work well in Pokemon, like say:
Master Trainers - Trainers (and boss Pokemon) are much stronger and smarter
Reduced EXP - Pokemon Receive less EXP from battles
Capped Levels - Pokemon will stop gaining EXP upon hitting a level determined by your story progress (Gym badges)
No battle items - You can't use your items in battles
Opponent Items - Other Trainers will have more and better items they can use in a battle
Expensive Items - Pokemart items cost considerably more
Paid Pokemon Center - The Pokemon center is no longer free (Unless you are broke)
Disobedient Pokemon - Even non-traded pokemon will disobey you if they are too high a level.
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