RE: [pcgen] MM: Race overhaul ideas *long*
MessageAndrew,This sounds like some good ideas for changes. As for the creation of a quick monster, I wonder if it would be easier to have a section of the race where you could place their starting "rolled" stats, chosen FEATS, chosen skill ranks and allow PCGen to apply these choices. These would be the basic values (PCGen would need to apply the races ability modifiers, skill bonuses, etc. from the beginning of the race line.So at the end of a monster description you would have:QUICK:10 10 10 11 11 11 (for "rolled" stats) QFEAT:Power Attack,Cleave QSKILL:Spot,3 QSKILL:Listen,4This way we have PCGen perform the calculations, but apply these options instead of the ones we would normally choose. Sort of like random character generation, but without the randomness :)Does that make any sense?-John------Original Message-----
From: thoron-tir-gwaith@... [mailto:thoron-tir-gwaith@...]
Sent: Friday, November 30, 2001 5:14 AM
Subject: [pcgen] MM: Race overhaul ideas *long*This is a long one: you've been warned.
Ok, I've done a *lot* of thinking on the MM list while I've been
overhauling my 'Puter. I'm going to break it all down into the
different sections. Some should be able to be implemented now,
others need code changes, and I'm *NOT* a Java code monkey - I fall
into the LST monkey category. :)
I. Aspects we really could do away with in the Race.lst files:
1) Skills per level (Emily did a nice one on that)
2) Feats at first level (ADD:FEAT|LIST) or something for those that
get one (Races with more than one HD don't get it: they get the
Feats / number of HD.
3) AC: either AC:<10+X> or a BONUS:AC|x|TYPE:Natural - I know the
types now work, but does it still need the AC flag??? Pretty much all
of them are Natural bonuses, and the other ones I've seen are
4) Initiative - I've actually started deleting that tabbed section
from the LSTs I've been doing. No point to all the extra tabs, and
it can be done as BONUS:COMBAT|Initiative|x and placed with the
Bonuses section. We can prob. get rid of the INIT: from the actual
code, unless that is the flag the combat bonuses get stacked to?
II. Things always based on TYPE, esp. over 1 HD, that I'd like a
way to do away with:
1) HP(HD type), BAB progression, this is Strictly off of the MM
Charts from Type and # of HD
2) SAVES: would need a way to choose (or determine as an extra flag
for the actual race) for some types: Animal: Usually Fort and Ref,
Elementals (variable by TYPE, Fort or Ref), Humanoids: variable, but
only 1. This choosing part might be done with templates. I haven't
researched that, but it seems feasible, with all the stuff done with
templates for MM right now, and with FR stuff. Would need the code
to base off the HD for Races though.
3) VISION: When Vision becomes a PObject, (I understand that is a
future project), like basic TYPE Visions, with the VISION tag used in
Race.lst for replacing/augmenting it - I.e. All animals have
lowlight, with exception of Bat, which has Blindsight 120', Normal
10' (Normal with limit of 10')..
III. Creation of MM Monsters: There are two ways to do it:
A) PC (done strictly by HD with added ECL) and
B) quick NPC, straight from MM, for easy printout in template form,
or slight modifications, HD addition, etc. From the posts, both
methods are desired. Ok, how to do it?
Both need: Racial Ability Adjustment, HD, Size, Movement, SA(With HD
dependencies), Racial Bonuses, Natural Weapons, Weapon Proficiencies,
Languages, Vision, Source, Favored Class, AC bonus, BONUS:SKILL for
racial bonuses, Hitdiceadvancement (based on type),
A) Needs: CSKILL,CCSKILL, ECL, Type (for all the different aspects
based off of hd:Saves, BAB, skills, etc)
B) Needs: Type (for raising HD, along with for A), BONUS:SKILLRANK
(for applying MM entry data), CR, Feats
What we can do: 1) make two separate lists, and load different
race.lst files depending on which way you want to use it or 2) Create
a way to easily generate A above (basing off of TYPE and HD), and
have a selection as to which way you want to generate it or 3) just
do A or B (way we have it now: most are B, some are A). The way to
generate the types of BAB, saves and such should prob. be a
racialtype.lst in the system directory. The other way to do it is
Templates but this doesn't use it the same way, so I don't know if
that is a good thing.
What I *Want*: Put all of the above in the race.lst, and have an
option box on the first screen that allows choice between allowing B:
throwing out [BONUS:SKILLRANK and Feats] if selected. Put things
that are associated with the Creatures description as VFeats for the
purpose of keeping Feats (animals don't get feats, but do get weapon
finesse in some cases, so it's a part of the creature (VFEAT), not a
feat) - Can you get a VFEAT for a nonstackable, Multi Feat? I'd like
to do that way, though I haven't started testing my
monmananimals.lst - I'm only at the Sharks
IV. Things I'd like to suggest not involving the above.
A) CRs other than straight integers: I'd like a way to show (and
enter) CR: 1/3., CR:1/4, CR:1/2 Perhaps CR:<x>|<y>, the <y> being
optional (default to divide by one), but used when sorting by CR in
the racial selection, and displaying x/y... (GUI Thing here)
B) HD less than 1 (Kobold, some animals, smaller skeletons) -
basically same as 1 HD except below it w/o classes/perhaps NPC
classes. I haven't been doing 1d4 for the 1/2d8 though I could, and
probably will when I go over everything next time.
C) Weapon.Natural as PObjects added automatically with the correct
stats (I.E. have them in a naturalweapon.lst file with all the
different modifications and in the race file tell it which ones are
primary, which ones secondary, and how much of the STR bonus to
use. That way the feats and stuff would work. Basically I just
want Natural weapons to work. I'll be posting my thoughts on that
later in a different post.
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