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== Criticisms == * No differentiation between types of weapons, armor and other gear. The game can't recognize the difference between a knife and a zweihander/polearm; between a surplus revolver and a micro-SMG; between the surplus breech-loader/break-action/lever-action/bolt-action rifle, the semi-auto/assault/battle rifle and the light/medium machinegun; between a .22 LR and a .338 Lapua Magnum. The most mechanically effective weapon is Melee/Short-range/Long-range weapons lumped together: a rifle with attached bayonet and attached shotgun (either a [https://en.wikipedia.org/wiki/Combination_gun combination gun] or an underslung shotgun). This also applies to protective gear like bulletproof vests/helmets, gas masks, etc; that makes the directly combat-specialized humans more clunky, as most (war-)gear options are missing or overly simplified. ** Even worse - this makes it practically impossible to model Pokémon using proper wargear (e.g. wearing gas masks/rebreathers, CBRN/NBC/Hazmat suits, various types of armor, elemental-resistant suits like fire-proof and electricity-proof suits, etc; e.g. if WW1 dogs and horses could use gas masks, then Pokemon also should be able to). And that's before tackling futuristic, heavy "everything-proof-suits" one could build (as the ''Pokémon'' universe's tech is rather advanced by default), on top of a few technical nuances (e.g. what attacks require inhalation or contact with eyes, or require contact with bare skin, and what can punch through sealed armor). ** Since weapons are grouped based on type (Large Melee Weapons, Small Melee Weapons, Short-Range Weapons, Long-Range Weapons) and quality (Crude/Simple/Fine), and moves being chosen as needed - game indeed can't discern the difference between bow, bolt-action rifle and machinegun (only difference, if any, is different Moves). Since Fine weapons are proper police/military weapons, it means that almost all guns would be lumped in Fine category ("Simple" gun would be crude zip gun; "Crude" guns can't exist, as "Crude" weapons are improvised weapons). Two-handed firearm (automatic carbine/rifle) with under-barrel grenade launcher (shooting grenades or buckshot) with good bayonet would be the best in-game weapon - as it is 3-4 Fine weapons (automatic rifle + grenades/buckshot + bayonet + bashing with stock), for 6-8 Moves total. ** Such simplification also means, that firearms and other advanced weapons are heavily downplayed - as pretty much everything has same stats. Although, that's mostly because no-one can get to consensus about how strong guns are in ''Pokemon'' universe (from those who think that guns are weak, to those who think that guns are strong because "if average Team Rocket Grunt with club can defeat an average Marowak - and guns are a lot stronger than melee weapons, in joules/range/lethality/etc - then guns in ''Pokemon'' should be very strong"). * Characteristics of some equipment pieces make no sense. E.G. it's only possible to wear 1 equipment piece per equipment slot (Head, Main Hand, Off-Hand, Body, Feet, Accessory) - so you can't simultaneously wear Hazmat Suit and armor (despite IRL soldiers frequently wearing armored vests over NBC suits). Or Pokemon only having 1 slot for Held Item (he can't wear gas mask ''and'' some armor ''and'' amulet/scarf - despite human being capable of that, due to such objects going in different slots). The solution would be some sort of layers system (skintight, underwear, clothes, padding, armor, over), but game doesn't have it. * Some game-relevant information about NPC's are missing, requiring to read or remember it from other sources. For example, game doesn't list NPC's average starting disposition (how average NPC - member of certain organization, Trainer of certain archetype, or Pokemon of certain species - acts upon noticing an average PC who's a complete stranger; from helping as much as possible, to attacking on sight, and everything in-between), list of non-standard actions affecting Pokemon's disposition (which cause disposition to rise or drop; E.G. some Pokemon highly territorial, or hate being touched in some areas), chart of NPC faction relations (how average NPC from certain faction - member of certain organization, Trainer of certain archetype, or Pokemon of certain species - reacts to other average NPC of certain faction; some groups of Pokemon species or Trainer types may be grouped into "faction" if they're similar enough, while some species and notable individuals have their own positions). [[Category:Homebrew Rules]]
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