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RE: [pcgen] Psionics Handbook and spell.lst questions

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  • David Cortijo
    Extremely helpful post, John. I ll wrap my head around it later in order to add specific requests as needed. If you could please give me a general idea as to
    Message 1 of 13 , Feb 28, 2001
      Extremely helpful post, John.  I'll wrap my head around it later in order to add specific requests as needed.  If you could please give me a general idea as to what the PP progression is for the classes (i.e. is it based on a formula, completely arbitrary, etc), I'd appreciate it - it would make my life a million times easier.
       
      Another note on spell.lst file.  Spells have 3 attributes that are listed right after the spell's name in a printed description - School, Subschool, and Descriptor (subschool and descriptor don't always exist).  Please note these are the publishing terms, that MAY NOT correspond to the terms used by PCgen.
       
      The DESCRIPTOR tag was created as a sort of "second school" for spells - for example, in the Al-Qadim campaign, spells are part of the Universal, Flame, Sand, Sea, or Wind school - all spells are part of one of these schools, and these spells are the only ones "native" to the campaign. 
       
      However, this does not account for how to input the spells actually "descriptor" (i.e. Mind-Influencing, Fire, Evil, etc).  What field, specifically, is this done in in the spell files?  I was under the assumption that the field was $effect_type$, as per the description in the readme.html file.  We need to come up with some sort of universally accepted convention for this if files are going to remain distributed this way - otherwise, things get too damned confusing....
       
      Dave
    • David Cortijo
      OK, time to take a swing at all this. Gonna go through bit by bit... let s see how long this takes.... (time now - 11:45pm). The attack/defense modes aren t
      Message 2 of 13 , Feb 28, 2001
        OK, time to take a swing at all this.  Gonna go through bit by bit... let's see how long this takes.... (time now - 11:45pm).
         
        The attack/defense modes aren't necessary to implement as anything more than a special ability according to my understanding.  Since I don't know of any stastical effect of the combat modes on the csheet, the modes can just be listed under the Special Abilities tab under Combat Modes.  If characters need to have the cost of each attack/defense mode on the sheet, the best way to do it is to program an HTML chart on a character sheet, and use that sheet for Psionic characters (I've already found a sheet online that assembles all the compartive costs, benefits, and drawbacks for using a specific attack/defense mode that can be easily copied and integrated - assuming one doesn't exist in the book already).        -        Already possible
         
        Psions can be handled as Specialized Wizards - including a BONUS:SPELL tag to gain the bonus known power in the specialty (assuming that both the proposed BONUS:SPELL tag is done and that you can set it to match the specialized "school").        -        Already accounted for by Feature Request # 130
         
        Power points can likely be handled with a defined variable tag (see feature request 126).  A BONUS: tag with an embedded variable could allow Power Point pools to stack as the character gains levels in various Manifesting classes.        -        Already accounted for by Feature Request # 126
         
        Sorcerers are bound to the level a slot is gained at for a known spell (but then, they don't have anything along the lines of power points either....).  My workaround for this with Psionics would be to allow a "power" selection that is equivalent to a known power of a lower level.  For example, the end of the 5th level Known Power selection list would say Level 0 Power, Level 1 Power, and so on - "moving" the power selection to a lower level.  Apart from that, Known Powers can work EXACTLY the way Known Spells currently does.        -        Already possible, except for the Lower Level selection
         
        The DC of powers should be implemented as per the Psionics Handbook.  However, keep in mind that you have to crossreference Power Level, Ability Bonus (since Psionics rely on all 6 Ability Scores), and a random d20 roll...  I don't think that much of this can be handled too well code-side without creating a ridiculous number of tags for the DCs (whether or not you decide that Psionics use a "Take 10" scheme rather than the random roll).
         
        Skills are easy enough to handle, obviously.
         
        Feats like Inner Strength should be easy enough to handle.... here's how.  Set Feats Inner Strength (I) through Inner Strength (X) (i.e. 1-10).  Each feat gives a bonus to the PP total as per the number, and has a prereq of the previous numbered feat (Inner Strength (III) has a PREFEAT of Inner Strength (II) and grants 3 PPs).  Mental Leap can also be handled in a similar way - assuming that you also use Feature Request # 126 with a VAR:Power Points=3+ type of tag (see the feature request file for more info on what I'm talking about).  PCgen should only handle Max PPs - current PPs shouldn't matter at all in the course of character creation.
         
        Psionic Powers can be handled just like spells with the following changes:
        Change Components to the Display. No need to change the code surrounding this - it's a text field.
        Casting Time becomes Manifestation time - same deal.
        Schools become Disciplines - again, no need for a code change.
         
        Most of the changes needed for Psionics are actually NOT code changes, but changes in how the csheet is designed.  In fact, every code change needed for the implementation of Psionics was conveniently listed a week ago.... ;)  You're welcome....
         
        Dave (that only took 65 minutes.... :P)
         
         
         -----Original Message-----
        From: Sussenberger, John [mailto:john.sussenberger@...]
        Sent: Wednesday, February 28, 2001 8:14 PM
        To: 'pcgen@yahoogroups.com'
        Subject: [pcgen] Psionics Handbook

        Hello,

        Here is a bunch of information from the PHB..

        We will need the ability to grant psionic combat modes at specific levels
        (Psions get 5 at first level and learn more as they progress).  There are 10
        modes in all.  We may want them to be similar to Domain spells or something.
        Having information on their powers, damage and cost is important for the
        character sheet.

        Psions come in 6 variations, each specializing in a certain attribute:

              Psychomnetabolism aka Egoist      Strength
              Psychoportation aka Nomad      Dexterity
              Psychokinesis aka Savant            Constitution
              Metacreativity aka Shaper      Intelligence
              Clairsentience aka Seer            Wisdom
              Telepathy aka Telepath            Charisma

        Known Powers:

        A psion or psychic warrior can learn a lower level power in a higher level
        slot (I think this is available to Sorcerer's too)

        A psion can know a certain number of powers per day.  They gain an
        additional power from their "specialty" or Primary Discipline at each
        psionic power's level (like domain spells).  Since these are known spells,
        this needs to be programmed in.

        Power Points are gained by level AND by attribute.

        The bonus points vary by the level of the psion.  Here is a snippet

        Ability Score      1-2      3-4      5-6      7-8...
        18-19            1      3      5      7

        See, it progresses much like that.

        0 level powers can be manifested a number of times equal to his level +3 and
        thereafter it costs 1 PP to manifest after that.


        These attributes affect the save DC of the psions powers.  Note that the
        save DC by default is d20 + attribute + level of psionic power.  There is a
        variant for the DC to be 10 + attribute + level of psionic power.  This is
        another important thing, I would suggest supporting both methods (I plan now
        on using the 10 + method, since it is easier to handle.)

        Psycrystals as similar to Familiars and do approximately the same things:
              Bonus to skill
              Bonus to save
             
              They have personalities, which determines what abilities they grant
        the psion.  There is a feat which allows the psycrystal to have multiple
        personalities.

        Psychic Warrior

        Similar to the Psion with the following differences:

        They do not gain the additional known power (similar to Domain spells,
        above).  They gain power points, etc.


        Multiclass Rules

        A multiclasses Psion/Psychic Warrior pools his power points but his known
        psionic powers list are kept separate.



        Skillz:

        There are a few new skills.
        Autohypnosis      WIS      Trained only      Psion,Psychic Warrior exclusive
        Knowledge (psionics)      INT      Trained only
        Psicraft      INT      Trained only
        Remote View      INT      Psion exclusive
        Stabilize Self      CON      Trained only      Psion,Psychic Warrior exclusive
        Use Psionic Device      CHA      Trained only      Bard,Rogue exclusive



        Feats:

        The feats are interesting, some have variable prerequisites, such as:

        Mental Leap
              Prerequisites: Str 13+, 6 ranks of Jump, reserve power points 3+
              This feat, each time you take it doubles your jump height.  Each
        time this feat is taken, your prerequisite of reserve power points increases
        by +8.  This means that taking this feat twice needs a reserve power points
        of 11+.

        Reserve Power Points are equal to you power point total.  When they drop
        below the minimum requirements for your feat, that feat is affected (usually
        reduced in power), the feat mentions this.  PCGen should just look at the
        characters power point total to see if he or she can take the feat.  --
        This is IMPORTANT!!!

        Inner Strength
              This feat adds +1 to your Power Point total, the first time it is
        taken, this increases by +1 for each time it is taken.  3 times is +1, +2,
        and +3 for a total of +6 to power points.



        Psionics:

        Power Level and Power Point costs:

        This would be great if we could get this printed on a character sheet.  VERY
        IMPORTANT.

        Power Level            0      1      2      3      4      5      6
        7      8      9     
        Power Point Cost      0/1      1      3      5      7      9      11
        13      15      17

        Display:

        This is what the effect looks like, it is also important.  There is no
        components, etc that I have seen.  This seems to replace that.

        Auditory (Au)
        Material (Ma)
        Mental (Me)
        Olfactory (Ol)
        Visual (Vi)


        Psionics are broken down into the 6 different disciplines.

        There is no spell resistance, it is called power resistance.  In the rules,
        both are interchangeable, unless you use the alternate rules (which make
        psionics VERY powerful).

        Power Points are listed for each power (this may be redundant, but it should
        be listed somewhere in the character sheet).

        There is no casting time, it is called Manifestation time.

        There are still descriptors :)

        Ranges appear to be the same as spell ranges.

        At the end of the spells discipline is the key ability in parenthesis. 


        The Psionics Character sheet at the back of the book has the following on
        it:

        Power Save
        Free Manifestations (0 level powers or talents as they are called)
        Power Points

        Psionic Combat chart

        Attack Modes--5
        Defense Modes--5
        Powers
        Number of powers known



        I hope this helps :)

        If there are any questions, fire em off.  I'll be here until 11 p.m. or so
        EST


        John Sussenberger
      • john.sussenberger@libertymutual.com
        Great, lets start building LST files !!!! I figured that most of the things were done or on the way. Sometimes its best to dump out everything we know about
        Message 3 of 13 , Feb 28, 2001
          Great, lets start building LST files !!!!

          I figured that most of the things were done or on the way. Sometimes
          its best to dump out everything we know about something to make sure
          it can work.

          As for the ability scores, they are grouped by Discipline, so we can
          either build a chart on the csheet.

          I'm glad the features are already setup. Was someone in the know
          before the book came out :)

          -John @ home-




          --- In pcgen@y..., "David Cortijo" <dcortijo@i...> wrote:
          > OK, time to take a swing at all this. Gonna go through bit by
          bit... let's
          > see how long this takes.... (time now - 11:45pm).
          >
          > The attack/defense modes aren't necessary to implement as anything
          more than
          > a special ability according to my understanding. Since I don't
          know of any
          > stastical effect of the combat modes on the csheet, the modes can
          just be
          > listed under the Special Abilities tab under Combat Modes. If
          characters
          > need to have the cost of each attack/defense mode on the sheet, the
          best way
          > to do it is to program an HTML chart on a character sheet, and use
          that
          > sheet for Psionic characters (I've already found a sheet online that
          > assembles all the compartive costs, benefits, and drawbacks for
          using a
          > specific attack/defense mode that can be easily copied and
          integrated -
          > assuming one doesn't exist in the book already). -
          Already
          > possible
          >
          > Psions can be handled as Specialized Wizards - including a
          BONUS:SPELL tag
          > to gain the bonus known power in the specialty (assuming that both
          the
          > proposed BONUS:SPELL tag is done and that you can set it to match
          the
          > specialized "school"). - Already accounted for by
          Feature
          > Request # 130
          >
          > Power points can likely be handled with a defined variable tag (see
          feature
          > request 126). A BONUS: tag with an embedded variable could allow
          Power
          > Point pools to stack as the character gains levels in various
          Manifesting
          > classes. - Already accounted for by Feature Request #
          126
          >
          > Sorcerers are bound to the level a slot is gained at for a known
          spell (but
          > then, they don't have anything along the lines of power points
          either....).
          > My workaround for this with Psionics would be to allow a "power"
          selection
          > that is equivalent to a known power of a lower level. For example,
          the end
          > of the 5th level Known Power selection list would say Level 0
          Power, Level 1
          > Power, and so on - "moving" the power selection to a lower level.
          Apart
          > from that, Known Powers can work EXACTLY the way Known Spells
          currently
          > does. - Already possible, except for the Lower Level
          selection
          >
          > The DC of powers should be implemented as per the Psionics Handbook.
          > However, keep in mind that you have to crossreference Power Level,
          Ability
          > Bonus (since Psionics rely on all 6 Ability Scores), and a random
          d20
          > roll... I don't think that much of this can be handled too well
          code-side
          > without creating a ridiculous number of tags for the DCs (whether
          or not you
          > decide that Psionics use a "Take 10" scheme rather than the random
          roll).
          >
          > Skills are easy enough to handle, obviously.
          >
          > Feats like Inner Strength should be easy enough to handle....
          here's how.
          > Set Feats Inner Strength (I) through Inner Strength (X) (i.e. 1-
          10). Each
          > feat gives a bonus to the PP total as per the number, and has a
          prereq of
          > the previous numbered feat (Inner Strength (III) has a PREFEAT of
          Inner
          > Strength (II) and grants 3 PPs). Mental Leap can also be handled
          in a
          > similar way - assuming that you also use Feature Request # 126 with
          a
          > VAR:Power Points=3+ type of tag (see the feature request file for
          more info
          > on what I'm talking about). PCgen should only handle Max PPs -
          current PPs
          > shouldn't matter at all in the course of character creation.
          >
          > Psionic Powers can be handled just like spells with the following
          changes:
          > Change Components to the Display. No need to change the code
          surrounding
          > this - it's a text field.
          > Casting Time becomes Manifestation time - same deal.
          > Schools become Disciplines - again, no need for a code change.
          >
          > Most of the changes needed for Psionics are actually NOT code
          changes, but
          > changes in how the csheet is designed. In fact, every code change
          needed
          > for the implementation of Psionics was conveniently listed a week
          ago.... ;)
          > You're welcome....
          >
          > Dave (that only took 65 minutes.... :P)
          >
          >
          <SNIP>
        • David Cortijo
          Let s just say I have a knack for knowing what might be needed before it s needed. Hence the reason for the FR classes being half-done already - saves work
          Message 4 of 13 , Feb 28, 2001
            Let's just say I have a knack for knowing what might be needed before it's needed.  Hence the reason for the FR classes being half-done already - saves work for later.  Constant access to Dragon Magazines (281 was most helpful in this area) as well as pre-release information from different sites lets people get a very good idea of what's necessary for the system.  Some people have known for months that this is how Psionics would be operating, and enough "hints" about it make it clear as to what assumptions can and can't be made about a system.
             
            Along the same lines, features 124 and 125 are easy enough to test - I'll try to do some testing later tonight to make sure they work as is.  The feature request will stay if I can't get them working (124 will work unless magic types are hard-coded, and 125 might work).  A side suggestion I have is to be able to implement the Psion more precisely - for example, to be able to set the keyed ability score, specialty discipline, etcetera with a single specialty selection.  This may require a more complex version of the Specialization code, but I believe it can be done.  Again, the ability to define variables and embed them in other choices should make this a bit easier (I could easily add a specialty selection at level 1 of a Psion that defined two variables - one for the specialty Discipline and one for the keyed ability of the sub-class - which would be sufficient to define the PP formulas, where the extra KNOWN: power is taken from, etc) if/when that feature is implemented.  I thought about implementing Psion sub-classes separately, but that would require a restriction on multi-classing of the various classes that would need to be created.
             
            Oh yeah - as another aside, I was holding off on some of the Dragonlance material because a good amount of it was missing from the website.  However, it has mystically returned, so I will get back to work on that right after I "test" features 124 and 125.
             
            Dave
            -----Original Message-----
            From: john.sussenberger@... [mailto:john.sussenberger@...]
            Sent: Thursday, March 01, 2001 1:19 AM
            To: pcgen@yahoogroups.com
            Subject: [pcgen] Re: Psionics Handbook

            Great, lets start building LST files !!!!

            I figured that most of the things were done or on the way.  Sometimes
            its best to dump out everything we know about something to make sure
            it can work.

            As for the ability scores, they are grouped by Discipline, so we can
            either build a chart on the csheet.

            I'm glad the features are already setup.  Was someone in the know
            before the book came out :)

            -John @ home-




            --- In pcgen@y..., "David Cortijo" <dcortijo@i...> wrote:
            > OK, time to take a swing at all this.  Gonna go through bit by
            bit... let's
            > see how long this takes.... (time now - 11:45pm).
            >
            > The attack/defense modes aren't necessary to implement as anything
            more than
            > a special ability according to my understanding.  Since I don't
            know of any
            > stastical effect of the combat modes on the csheet, the modes can
            just be
            > listed under the Special Abilities tab under Combat Modes.  If
            characters
            > need to have the cost of each attack/defense mode on the sheet, the
            best way
            > to do it is to program an HTML chart on a character sheet, and use
            that
            > sheet for Psionic characters (I've already found a sheet online that
            > assembles all the compartive costs, benefits, and drawbacks for
            using a
            > specific attack/defense mode that can be easily copied and
            integrated -
            > assuming one doesn't exist in the book already).        -       
            Already
            > possible
            >
            > Psions can be handled as Specialized Wizards - including a
            BONUS:SPELL tag
            > to gain the bonus known power in the specialty (assuming that both
            the
            > proposed BONUS:SPELL tag is done and that you can set it to match
            the
            > specialized "school").        -        Already accounted for by
            Feature
            > Request # 130
            >
            > Power points can likely be handled with a defined variable tag (see
            feature
            > request 126).  A BONUS: tag with an embedded variable could allow
            Power
            > Point pools to stack as the character gains levels in various
            Manifesting
            > classes.        -        Already accounted for by Feature Request #
            126
            >
            > Sorcerers are bound to the level a slot is gained at for a known
            spell (but
            > then, they don't have anything along the lines of power points
            either....).
            > My workaround for this with Psionics would be to allow a "power"
            selection
            > that is equivalent to a known power of a lower level.  For example,
            the end
            > of the 5th level Known Power selection list would say Level 0
            Power, Level 1
            > Power, and so on - "moving" the power selection to a lower level. 
            Apart
            > from that, Known Powers can work EXACTLY the way Known Spells
            currently
            > does.        -        Already possible, except for the Lower Level
            selection
            >
            > The DC of powers should be implemented as per the Psionics Handbook.
            > However, keep in mind that you have to crossreference Power Level,
            Ability
            > Bonus (since Psionics rely on all 6 Ability Scores), and a random
            d20
            > roll...  I don't think that much of this can be handled too well
            code-side
            > without creating a ridiculous number of tags for the DCs (whether
            or not you
            > decide that Psionics use a "Take 10" scheme rather than the random
            roll).
            >
            > Skills are easy enough to handle, obviously.
            >
            > Feats like Inner Strength should be easy enough to handle....
            here's how.
            > Set Feats Inner Strength (I) through Inner Strength (X) (i.e. 1-
            10).  Each
            > feat gives a bonus to the PP total as per the number, and has a
            prereq of
            > the previous numbered feat (Inner Strength (III) has a PREFEAT of
            Inner
            > Strength (II) and grants 3 PPs).  Mental Leap can also be handled
            in a
            > similar way - assuming that you also use Feature Request # 126 with
            a
            > VAR:Power Points=3+ type of tag (see the feature request file for
            more info
            > on what I'm talking about).  PCgen should only handle Max PPs -
            current PPs
            > shouldn't matter at all in the course of character creation.
            >
            > Psionic Powers can be handled just like spells with the following
            changes:
            > Change Components to the Display. No need to change the code
            surrounding
            > this - it's a text field.
            > Casting Time becomes Manifestation time - same deal.
            > Schools become Disciplines - again, no need for a code change.
            >
            > Most of the changes needed for Psionics are actually NOT code
            changes, but
            > changes in how the csheet is designed.  In fact, every code change
            needed
            > for the implementation of Psionics was conveniently listed a week
            ago.... ;)
            > You're welcome....
            >
            > Dave (that only took 65 minutes.... :P)
            >
            >
            <SNIP>



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          • mocha@mcs.net
            Thanks John! I ve printed this off to digest it (burp!). How about a little more salt next time? :) I ve got a few other things I m working on, but when I m
            Message 5 of 13 , Mar 1, 2001
              Thanks John! I've printed this off to digest it (burp!). How about a
              little more salt next time? :)
              I've got a few other things I'm working on, but when I'm ready to
              work on this stuff I'll be sure to post my questions so that you (or
              anyone else with the book) can respond (I'll pick up the book myself
              in the next few days).

              -Bryan

              --- In pcgen@y..., "Sussenberger, John" <john.sussenberger@l...>
              wrote:
              > Hello,
              >
              > Here is a bunch of information from the PHB..
              >
              > We will need the ability to grant psionic combat modes at specific
              levels
              > (Psions get 5 at first level and learn more as they progress).
              There are 10
              > modes in all. We may want them to be similar to Domain spells or
              something.
              > Having information on their powers, damage and cost is important
              for the
              > character sheet.
              >
              > Psions come in 6 variations, each specializing in a certain
              attribute:
              >
              > Psychomnetabolism aka Egoist Strength
              > Psychoportation aka Nomad Dexterity
              > Psychokinesis aka Savant Constitution
              > Metacreativity aka Shaper Intelligence
              > Clairsentience aka Seer Wisdom
              > Telepathy aka Telepath Charisma
              >
              > Known Powers:
              >
              > A psion or psychic warrior can learn a lower level power in a
              higher level
              > slot (I think this is available to Sorcerer's too)
              >
              > A psion can know a certain number of powers per day. They gain an
              > additional power from their "specialty" or Primary Discipline at
              each
              > psionic power's level (like domain spells). Since these are known
              spells,
              > this needs to be programmed in.
              >
              > Power Points are gained by level AND by attribute.
              >
              > The bonus points vary by the level of the psion. Here is a snippet
              >
              > Ability Score 1-2 3-4 5-6 7-8...
              > 18-19 1 3 5 7
              >
              > See, it progresses much like that.
              >
              > 0 level powers can be manifested a number of times equal to his
              level +3 and
              > thereafter it costs 1 PP to manifest after that.
              >
              >
              > These attributes affect the save DC of the psions powers. Note
              that the
              > save DC by default is d20 + attribute + level of psionic power.
              There is a
              > variant for the DC to be 10 + attribute + level of psionic power.
              This is
              > another important thing, I would suggest supporting both methods (I
              plan now
              > on using the 10 + method, since it is easier to handle.)
              >
              > Psycrystals as similar to Familiars and do approximately the same
              things:
              > Bonus to skill
              > Bonus to save
              >
              > They have personalities, which determines what abilities they
              grant
              > the psion. There is a feat which allows the psycrystal to have
              multiple
              > personalities.
              >
              > Psychic Warrior
              >
              > Similar to the Psion with the following differences:
              >
              > They do not gain the additional known power (similar to Domain
              spells,
              > above). They gain power points, etc.
              >
              >
              > Multiclass Rules
              >
              > A multiclasses Psion/Psychic Warrior pools his power points but his
              known
              > psionic powers list are kept separate.
              >
              >
              >
              > Skillz:
              >
              > There are a few new skills.
              > Autohypnosis WIS Trained only Psion,Psychic Warrior
              exclusive
              > Knowledge (psionics) INT Trained only
              > Psicraft INT Trained only
              > Remote View INT Psion exclusive
              > Stabilize Self CON Trained only Psion,Psychic Warrior
              exclusive
              > Use Psionic Device CHA Trained only Bard,Rogue exclusive
              >
              >
              >
              > Feats:
              >
              > The feats are interesting, some have variable prerequisites, such
              as:
              >
              > Mental Leap
              > Prerequisites: Str 13+, 6 ranks of Jump, reserve power points
              3+
              > This feat, each time you take it doubles your jump height.
              Each
              > time this feat is taken, your prerequisite of reserve power points
              increases
              > by +8. This means that taking this feat twice needs a reserve
              power points
              > of 11+.
              >
              > Reserve Power Points are equal to you power point total. When they
              drop
              > below the minimum requirements for your feat, that feat is affected
              (usually
              > reduced in power), the feat mentions this. PCGen should just look
              at the
              > characters power point total to see if he or she can take the
              feat. --
              > This is IMPORTANT!!!
              >
              > Inner Strength
              > This feat adds +1 to your Power Point total, the first time
              it is
              > taken, this increases by +1 for each time it is taken. 3 times is
              +1, +2,
              > and +3 for a total of +6 to power points.
              >
              >
              >
              > Psionics:
              >
              > Power Level and Power Point costs:
              >
              > This would be great if we could get this printed on a character
              sheet. VERY
              > IMPORTANT.
              >
              > Power Level 0 1 2 3 4 5
              6
              > 7 8 9
              > Power Point Cost 0/1 1 3 5 7 9
              11
              > 13 15 17
              >
              > Display:
              >
              > This is what the effect looks like, it is also important. There is
              no
              > components, etc that I have seen. This seems to replace that.
              >
              > Auditory (Au)
              > Material (Ma)
              > Mental (Me)
              > Olfactory (Ol)
              > Visual (Vi)
              >
              >
              > Psionics are broken down into the 6 different disciplines.
              >
              > There is no spell resistance, it is called power resistance. In
              the rules,
              > both are interchangeable, unless you use the alternate rules (which
              make
              > psionics VERY powerful).
              >
              > Power Points are listed for each power (this may be redundant, but
              it should
              > be listed somewhere in the character sheet).
              >
              > There is no casting time, it is called Manifestation time.
              >
              > There are still descriptors :)
              >
              > Ranges appear to be the same as spell ranges.
              >
              > At the end of the spells discipline is the key ability in
              parenthesis.
              >
              >
              > The Psionics Character sheet at the back of the book has the
              following on
              > it:
              >
              > Power Save
              > Free Manifestations (0 level powers or talents as they are called)
              > Power Points
              >
              > Psionic Combat chart
              >
              > Attack Modes--5
              > Defense Modes--5
              > Powers
              > Number of powers known
              >
              >
              >
              > I hope this helps :)
              >
              > If there are any questions, fire em off. I'll be here until 11
              p.m. or so
              > EST
              >
              >
              > John Sussenberger
              > lmn
              >
              > Desktop Services Operations
              > Phone: (603) 245-4247
              > E-mail: john.sussenberger@l...
              > Pager: 888-912-0442 or mailto:9120442@s...
            • mocha@mcs.net
              ... order to ... general idea ... on a ... make my ... listed ... Subschool, ... Please note ... terms used by ... spells - for ... Universal, Flame, ...
              Message 6 of 13 , Mar 1, 2001
                --- In pcgen@y..., "David Cortijo" <dcortijo@i...> wrote:
                > Extremely helpful post, John. I'll wrap my head around it later in
                order to
                > add specific requests as needed. If you could please give me a
                general idea
                > as to what the PP progression is for the classes (i.e. is it based
                on a
                > formula, completely arbitrary, etc), I'd appreciate it - it would
                make my
                > life a million times easier.
                >
                > Another note on spell.lst file. Spells have 3 attributes that are
                listed
                > right after the spell's name in a printed description - School,
                Subschool,
                > and Descriptor (subschool and descriptor don't always exist).
                Please note
                > these are the publishing terms, that MAY NOT correspond to the
                terms used by
                > PCgen.
                >
                > The DESCRIPTOR tag was created as a sort of "second school" for
                spells - for
                > example, in the Al-Qadim campaign, spells are part of the
                Universal, Flame,
                > Sand, Sea, or Wind school - all spells are part of one of these
                schools, and
                > these spells are the only ones "native" to the campaign.
                >
                > However, this does not account for how to input the spells actually
                > "descriptor" (i.e. Mind-Influencing, Fire, Evil, etc). What field,
                > specifically, is this done in in the spell files? I was under the
                > assumption that the field was $effect_type$, as per the description
                in the
                > readme.html file. We need to come up with some sort of universally
                accepted
                > convention for this if files are going to remain distributed this
                way -
                > otherwise, things get too damned confusing....

                The descriptor is all the stuff in brackets in the spell
                description. There was some discussion yesterday about how to attach
                a spell description - and they decided to overwrite the effect_type
                column in phbspell.lst. DESCRIPTOR: is the optional tag in spell.lst
                where stuff like Mind-Influencing can be put. There is no
                DESCRIPTION: tag yet, though I'd like to provide a look-up feature to
                grab this from a user-provided file. I won't change the effect_type
                column in my spell.lst files, and (as far as I know) all the
                DESCRIPTOR tags have been added, so my spell.lst files won't be
                changing any time soon. You're right, though, the discussion about
                effect_type, descriptor and description has confused a few people!

                -Bryan


                >
                > Dave
              • mocha@mcs.net
                Thanks Dave and John, your assessments have made my life *much* easier! I ve printed out John s original email and Dave s response (as well as Dave s BONUS:
                Message 7 of 13 , Mar 1, 2001
                  Thanks Dave and John, your assessments have made my life *much*
                  easier! I've printed out John's original email and Dave's response
                  (as well as Dave's BONUS: file in the Bugs And Features folder), so
                  I've got a lot to absorb. It will be *really cool* to be able to
                  support all the psionics stuff and finish support for FR and other
                  prestige class sources. I wish I could do this as a job rather than
                  as a hobby! :)

                  -Bryan
                • Robert Gale
                  Bryan, First let me say what a GREAT job your doing with PCGen. I think you SHOULD get paid for doing this! I ve been a professional software developer for 20
                  Message 8 of 13 , Mar 6, 2001
                    Bryan,

                    First let me say what a GREAT job your doing with PCGen.
                    I think you SHOULD get paid for doing this!

                    I've been a professional software developer for 20 years and playing
                    D&D longer than that. I do computer game and internet development (I
                    have a consulting firm) and I'd love to help you with PCGen.

                    You want some help? Maybe I could help you with Psionics and monster
                    characters (two of the features I could really use).

                    Send me an email to robgale@... if your
                    interested.

                    - Rob Gale

                    --- In pcgen@y..., mocha@m... wrote:
                    > Thanks Dave and John, your assessments have made my life *much*
                    > easier! I've printed out John's original email and Dave's response
                    > (as well as Dave's BONUS: file in the Bugs And Features folder), so
                    > I've got a lot to absorb. It will be *really cool* to be able to
                    > support all the psionics stuff and finish support for FR and other
                    > prestige class sources. I wish I could do this as a job rather than
                    > as a hobby! :)
                    >
                    > -Bryan
                  • Shawn Chesak
                    Just as a note, monster characters can be almost perfectly done right now. Create the base monster types as classes and then put in the specific monsters as
                    Message 9 of 13 , Mar 6, 2001
                      Just as a note, monster characters can be almost perfectly done right now.
                       
                      Create the base monster types as 'classes' and then put in the specific monsters as races.
                       
                      Thus, a hill giant could be made by selecting Hill Giant as a race, and adding levels of 'giant' as a class.
                       
                      After you add a number of giant levels = a hill giant's Hit Dice, you can then begin adding other 'real' classes (fighter, for example).
                       
                      The only problem this poses currently is that the number of skill points the different creature types gets per hit die does not include their intelligence modifier, as other true classes are.  Additionally, the Abberation creature type is supposed to get an additional number of feats based on int mod.  Neither of these exceptions can be properly handled by PCGen right now.
                       
                      Other than those 2 things, however, monsters capabilities in terms of AB, Saving throws, feats, etc. is all based on their hit dice, just as if the monster type were a class.  I've added monster races to a custom lst file on my end, and have created 'classes' for Abberation, Giant, Humanoid, and Monstrous Humanoid in order to create monster types.  I just add a note in the SA: tag of the 'class' for how many skill points they SHOULD have by INT and hitdie, and then modify that part manually.
                       
                      The only reason I haven't uploaded what I have done to the yahoogroup file section is because of the 2 features that don't work right currently. (I've created lst files of all of the spells and classes from Sword and Sorcery's Relics and Rituals and every magic item from the DMG as well, but for similiar reasons of not-full compatability I haven't uploaded those either).
                       
                      Dragon #276 has an excellent article regarding how to 'build a monster' and each of the monster-types is detailed there in just the right format to make them into a 'class' for pcgen.  The creatures in the Monster Manual all conform to those guidelines as well, btw. (at least all of those listing advancement "by character class").
                       
                       

                      ---
                      Shawn A. Chesak
                      Stormkeep GM -- http://www.stormkeep.net

                      -----Original Message-----
                      From: Robert Gale [mailto:robgale@...]
                      Sent: Tuesday, March 06, 2001 7:38 PM
                      To: pcgen@yahoogroups.com
                      Subject: [pcgen] Re: Psionics Handbook

                      Bryan,

                      First let me say what a GREAT job your doing with PCGen.
                      I think you SHOULD get paid for doing this!

                      I've been a professional software developer for 20 years and playing
                      D&D longer than that. I do computer game and internet development (I
                      have a consulting firm) and I'd love to help you with PCGen.

                      You want some help?  Maybe I could help you with Psionics and monster
                      characters (two of the features I could really use).

                      Send me an email to robgale@... if your
                      interested.

                      - Rob Gale
                    • mocha@mcs.net
                      Yeah - it really won t take much to make what you want to work. I hadn t really thought about that when I started writing PCGen, but it falls into place
                      Message 10 of 13 , Mar 6, 2001
                        Yeah - it really won't take much to make what you want to work. I
                        hadn't really thought about that when I started writing PCGen, but it
                        falls into place nicely. I plan on making all the tags in the race
                        files avaialble to be overridden in the class files, making a class
                        pretty much able to replace a race. The only other tweaks are what
                        you mention - feats and skill points, which are trivial. I'll get
                        there, and then I'll be quite interested in what you've put together
                        in your monster lst file! :)

                        -Bryan

                        --- In pcgen@y..., "Shawn Chesak" <shawnchesak@e...> wrote:
                        > Just as a note, monster characters can be almost perfectly done
                        right now.
                        >
                        > Create the base monster types as 'classes' and then put in the
                        specific
                        > monsters as races.
                        >
                        > Thus, a hill giant could be made by selecting Hill Giant as a race,
                        and
                        > adding levels of 'giant' as a class.
                        >
                        > After you add a number of giant levels = a hill giant's Hit Dice,
                        you can
                        > then begin adding other 'real' classes (fighter, for example).
                        >
                        > The only problem this poses currently is that the number of skill
                        points
                        > the different creature types gets per hit die does not include their
                        > intelligence modifier, as other true classes are. Additionally, the
                        > Abberation creature type is supposed to get an additional number of
                        feats
                        > based on int mod. Neither of these exceptions can be properly
                        handled by
                        > PCGen right now.
                        >
                        > Other than those 2 things, however, monsters capabilities in terms
                        of AB,
                        > Saving throws, feats, etc. is all based on their hit dice, just as
                        if the
                        > monster type were a class. I've added monster races to a custom
                        lst file
                        > on my end, and have created 'classes' for Abberation, Giant,
                        Humanoid, and
                        > Monstrous Humanoid in order to create monster types. I just add a
                        note in
                        > the SA: tag of the 'class' for how many skill points they SHOULD
                        have by
                        > INT and hitdie, and then modify that part manually.
                        >
                        > The only reason I haven't uploaded what I have done to the
                        yahoogroup file
                        > section is because of the 2 features that don't work right
                        currently. (I've
                        > created lst files of all of the spells and classes from Sword and
                        Sorcery's
                        > Relics and Rituals and every magic item from the DMG as well, but
                        for
                        > similiar reasons of not-full compatability I haven't uploaded those
                        > either).
                        >
                        > Dragon #276 has an excellent article regarding how to 'build a
                        monster' and
                        > each of the monster-types is detailed there in just the right
                        format to
                        > make them into a 'class' for pcgen. The creatures in the Monster
                        Manual
                        > all conform to those guidelines as well, btw. (at least all of those
                        > listing advancement "by character class").
                        >
                        >
                        > ---
                        > Shawn A. Chesak
                        > Stormkeep GM -- http://www.stormkeep.net
                        >
                        > -----Original Message-----
                        > From: Robert Gale [mailto:robgale@m...]
                        > Sent: Tuesday, March 06, 2001 7:38 PM
                        > To: pcgen@y...
                        > Subject: [pcgen] Re: Psionics Handbook
                        >
                        >
                        > Bryan,
                        >
                        > First let me say what a GREAT job your doing with PCGen.
                        > I think you SHOULD get paid for doing this!
                        >
                        > I've been a professional software developer for 20 years and
                        playing
                        > D&D longer than that. I do computer game and internet development
                        (I
                        > have a consulting firm) and I'd love to help you with PCGen.
                        >
                        > You want some help? Maybe I could help you with Psionics and
                        monster
                        > characters (two of the features I could really use).
                        >
                        > Send me an email to robgale@m... if your
                        > interested.
                        >
                        > - Rob Gale
                      • Lonestar
                        Hello Shawn, SC The only reason I haven t uploaded what I have done to the yahoogroup file SC section is because of the 2 features that don t work right
                        Message 11 of 13 , Mar 6, 2001
                          Hello Shawn,


                          SC> The only reason I haven't uploaded what I have done to the yahoogroup file
                          SC> section is because of the 2 features that don't work right currently. (I've
                          SC> created lst files of all of the spells and classes from Sword and Sorcery's
                          SC> Relics and Rituals and every magic item from the DMG as well, but for
                          SC> similiar reasons of not-full compatability I haven't uploaded those
                          SC> either).

                          Relics & Rituals?
                          Oh why does all the work have to be done twice?
                          Would you mind sending me those R&R lst files?


                          Lonestar mailto:Lonestar@...
                        • Robert Hilson
                          personally like i have said i am haveing a tracker made, for combat and for ease of use. if pcgen stayed the same, and a copy of it was made into mongen, with
                          Message 12 of 13 , Mar 7, 2001
                            personally like i have said i am haveing a tracker made, for combat and for
                            ease of use. if pcgen stayed the same, and a copy of it was made into mongen,
                            with related info i could have up 3 programs, one for tracking combat, one for
                            the specifics of pc's and one for the specifics of the monsters. i personally
                            would prefer to have the 3 up, allows each more features and abilities than one
                            program that does all. my combat tracker (built by a friend should be pu in
                            about a week or 2(unexpected trouble and a little harder than she thought)
                            currently you copy the text of a monster into the tab for monsters say how many
                            and poof 6 goblins, goblin1, goblin2. etc. just saying maby once you see what i
                            want the tracker to do youll understand.

                            =====
                            Robert Hilson
                            https://secure.paypal.com/affil/pal=okuth0r%40yahoo.com

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