I have been misrepresenting myself. The reason I am participating in this discussion is that I want to bring Pokemon to a place where the things you talk about finally have room to play out. There are just some things that I want to have a system for, like catching Pokemon, to make sure that I am consistent with the difficulties to do so.
I regularly play things with my friend that involve no rules at all, just discussion, and I love it. For this campaign, though, that is using rolling, I am weary of giving difficulties for one thing that don't make sense relative to the difficulties of others. Having some system to develop CR for catching, for example, will eventually help me to get a feel for things so I can adapt to unique ways of catching later on.
I hate numbers. Any limits or specifications are going to be as nominal as possible. When I say limits I mean something like the following:
My friends and I play a DnD campaign and at one point we were transported to a dimension in which the laws of the universe operate under an Open Legend system. That is to say that magic can be done more readily through willing things to happen rather than performing some chant or gesture. To acknowledge this change, I had my Warlock start off by only being able to do things similar to the spells he knew and his connection to his patron.
Eventually, through practice, he was more in tune with his new connection to his extraordinary abilities and could do much more.
I personally felt much more connected to the world in doing so. This would be echoed in my PokeLegends campaign, but completely optional. What I mean by having training be related to Pokemon capability is that as the story progresses and experiences are experienced, the players and their Pokemon will grow together and they can coordinate more in depth maneuvers.
I want mechanical ideas as well so that I can consistently compensate for when a Player handles things in a unique way such as using Influence or maybe just good ol' Taming using some relative attribute to catch a Pokemon.
TL;DR I meant limitations in a fictional way that are optional and mechanical systems for this so that I can consistently compensate for the endless possibilities of the world.(IE: The difficulty of catching a Pokemon with a Ball compared to Influence or Taming)
Edit: I tend to ramble and lose my true point, but all I really want is some ideas for Challenge Ratings IF anyone has any . Otherwise I will just judge how difficult it is myself.