As with many who've grown up with the series, starting all the way back in Pokemon Yellow, I stomped my way through every game up to Emerald by virtue of simply throwing my starter out in every battle and being horrifically overleveled. After delving into communities here and there and seeing that this wasn't the only way to play, I used (slightly) fuller teams from then on out, but not much changed, although I did still enjoy the games.
It wasn't until I heard about the concept of the Nuzlocke that the idea of a difficult pokemon game came into my head and appealed to me wonderfully. Then I tried it, and discovered that I still run into the issues of level; to reliably keep my team alive (and usable), I had to spend quite literally hours grinding fresh catches in wild grass. It was not long before I just got bored. Interest in pokemon dipped a bit until I found Showdown and began to enjoy actually
using these mechanics properly for the first time. I've since found romhacks, kept up with the series, and dabbled here and there in competitive, in gen3 hacking, in all sorts of stuff.
Then I had an idea, after looking at all these different takes on a difficult pokemon game, which brings me to
my point: I think the idea of pokemon having levels could just as well go out the window.
At least, that's what first popped into my head. There's a simpler implementation though. My reasoning, as concise as I can make it.
- Your choice of pokemon is irrelevant so long as levels can completely dictate a battle.
- Grinding freshly caught pokemon takes incentive out of expanding your team, which can be enjoyable.
- The nuances of the combat system are often washed away when brute force solves everything.
- Removing levels takes the focus of the game off of how much experience your pokemon have, placing it instead on your choices and your playstyle.
My solution to this problem is honestly very simple: treat every pokemon as if it were level 100 in regards to stats at all times. Level-up moves and evolutions would remain unchanged. Differences in stats would be dictated entirely by IVs and EVs.
I'm going to make a list of pros and cons off the top of my head, what I've come up with so far. And to clarify, this is from the viewpoint of being applied to a 3rd gen ROM in the interest of increasing difficulty and enjoyment.
PROS
CONS
But to finish this post, let me discuss implementation. I think I've summed up the major changes that would need to be made in just a few points.
- Revise the way stats are calculated to treat every pokemon as if it were level 100.
- Rebalance experience growth rates and battle rewards.
- Overcome issue of EV training once Lv. 100 is reached.
- Balance to satisfaction.
With the importance of EVs, some tools for players to manage them more easily wouldn't go amiss; EV checker, access and/or alternative to the EV-dropping Berries, cheaper vitamins, Power Items and Macho Brace, possible training areas, etc.
I've likely forgotten and overlooked a great many pros and cons due to a combination of excitement, and idealism, so don't hesitate to offer any. Tried to be concise, so if something's not clear don't hesitate to ask, either. Hope you guys like the idea.