One of the main ways it does this is making stats and battles work on a point based system rather than a d20 stat system like Dungeons & Dragons. EXP is used to buy stats for your Pokemon in multipliers; a multiplier of ten for physical stats, a multiplier of eight for skills and a multiplier of six for specialties. All these are used for various combat and non-combat options. For example, if a character has two strength, they would need twenty EXP to buy their third point in strength.
Combat also works on a point system. Players roll accuracy by rolling a number of d6s stated on the move equal to their stats. For example, 2 dex + 3 survival + 1 alert would mean the players would roll 6d6 dice. Players would then note the number on the dice rolled. Four, five and sixes means it was a success while one, two and threes mean it fails. Players need at least one success for a battle action to go through while non-combat related actions require higher numbers of successes. Rolling two ones in a roll also knock away a success you got for a roll. So, if you got three fours and two ones, it would only count it as two successes.
All this (usually) results in fast-paced combat that can be determined at a glance. Currently supports all Pokemon up to the seventh generation. There also exists a supplementary rule book designed specifically for the Pokémon Mystery Dungeon subseries.
- Rocket-Tag Gameplay: The idea was to make a system that could get through battles by just glancing at the dice. As a result one on one or small group matches tend to go by at an extremely fast pace. Oddly, when playing with a large group of players, however, the opposite trope ends up holding true.
- Lethal Joke Character:
- The Buneary line may not sound too spectacular based on their old performance in the games and infamy in the fanbase for one reason or another but they get enough moves and attacks to make them a surprisingly deadly Gradual Grinder.
- Ninjask. What is otherwise a Fragile Speedster in the main games becomes a horrific Glass Cannon in the PokeRole system, for many reasons listed under Game-Breaker on the YMMV page.
- Mon: Obviously. Both books contain mechanics for either catching or recruiting Mon, respectively.
- Olympus Mons: Legendary Pokemon in the system are unique in that they are listed specifically as 'plot device'. They have no pre-defined stats or limits, leaving them entirely up to the GM to work out.
- The Rival: Both systems encourage this, be it a rival trainer or a rival team.
- Awesome, but Impractical: A lot of Pokemon with high disobedience stats end up being this. They usually have high stats and great moves but good luck praying to the Dice Gods to make them listen to you.
- Level Grinding: In order to encourage your trainer to actually train your Pokemon, battles against Pokemon usually give out low EXP amounts, with level 100 Pokemon only giving 10 EXP for taking them down. Naturally, Stat Grinding is much more efficent as a result.
- Training Montage: Extremely encouraged over the usual ways of gaining EXP in tabletop games. Combat and battles themselves usually give out extremely low amounts of EXP according to the core rule book so instead, the game has a training mechanic to up stats instead.
- Brains and Brawn: How logic and instinct work in this system. Both are gained through roleplaying. Increasing a point in logic decreases a point in instinct. As a result, it's easier to be a brainiac but possible to be a bruiser with enough roleplaying.
- Dangerous Forbidden Technique: What the primal state is designed to be. Entering this stat heals all your HP even if your knocked out and adds dice rolls to all your actions based on your instinct score. However, entering this state makes your Pokemon more wild and dangerous and decreases your logic score based on your primal score. Having your primal maxed out and/or reaching zero logic means the Pokemon becomes feral, basically meaning the same thing as death. As a result, it's usually only ever used as a last resort by most PCs.
- Easy Amnesia: Like in the main PMD games the book goes with this by having the PCs be humans turn Pokemon who have lost the memories of their previous life. Depending on how many logic points the player has, the more they are able to remember about being human. Instinct causes the amnesia to grow more, with more and more instinct allowing the player to tap into a Pokemon's heighten senses at the cost of losing their humanity.
- Empowered Badass Normal: Inverted; despite being a creature with fantastical powers, Pokemon in this system can pick up swords and shields to use in battle on top of their abilities.
- Good Morning, Crono: How the book suggests that the players enter the campaign.
- Randomly Generated Levels: The dungeon tiles work this way. The DM is supposed to pull one from the bag at random and connect it to the rest of the tiles so far while rolling an event chart to see what is in the room.
- Trapped in TV Land: The book itself assumes that every player character is a human turned Pokemon for one reason or another, with mechanics designed accordingly.