Re: [pcgen] Working on Fading Suns 20 - Questions - REPOST
- Going off list for this... In depth Racial discussion.. Maybe this will
help me with the race.lst doc...
MM Race Dragon
----- Original Message -----
From: "sparrowthirteen" <cjf809@...>
Sent: Sunday, June 02, 2002 3:27 AM
Subject: [pcgen] Working on Fading Suns 20 - Questions - REPOST
> - Note this is a repost since I don't think yahoo groups sent this
> out via email, since It didn't make it to my email box. I post via
> the web interface because my mail account doesn't allow redirection.
> If you already received this, please accept my apologies for sending
> it twice.
> Hi. I'm currently working on a PC gen module for fading suns d20.
> Here's what I have hammered out.
> Races: 80%
> The Vorox race is proving a bit difficult.
> Question: Any idea on how to implement the bonus 2d8 Hitpoints for
> the vorox at first level? Currently I'm using a BONUS: tag that adds
> 10 HP's, I can't find how to do this as a die roll in the docs.
> Question: The vorox has several movement modes, and extra limbs. Is
> a template the appropriate place to add these sorts of things? I'm
> running into some odd issues with this.
> Classes 60-70%
> I have the "easy" classes implemented.
> Knave, Beastfriend, Techie, Soldier, Starwolf are pretty much
> shippable as is.
> Problem A:
> The Priest, Noble and Guilder class all allow you to choose an
> affiliation which grants you a circumstance bonus and a bonus
> (prechosen) class skill. At the moment I have them choose a SA that
> describes their house affiliation and what they should choose. THEN
> I have them choose a new class skill using the ADD:CLASSSKILL() tag.
> The problem with this is that it doesn't really do the work for
> them. Is there a way to just add assign a new class skill based on
> the results of a choice? I thought that the generic ADD:LIST might
> have potential here, but alas...there is no BONUS tag that adds class
> Problem B: Guilder access to super skills
> The Guilder presents a special problem. They can choose any ten
> skiils as class skills (excepting psi and theurgy specific skills).
> ADD:CLASSSKILL(ANY)|10 accomplishes this, except that it doesn't
> exculde the occult skills, even if they have PREXXX tags associated
> with them. Any ideas on how to get around this?
> Problem C: Occult based classes.
> The problem here is again one of adding class-skills, based on
> previous choices. At one level, a player chooses a path and gains
> the first class-skill for that path, for the next two subsequent
> levels they gain the second and third class skill. Then, they gain
> the option of a bonus feat OR the fourth class skill associated with
> their first choice.
> And THEN they choose another path and begin the whole rigamarole
> This is how I have it implemented at the moment: at the first level
> they choose an SA that unlocks all of the class skills associated
> with that path (that is the classes start with the class skills, but
> need the SA's to put points into them). They gain additional SA's to
> remind them of when they are allowed to put points into the higher
> degree path skills. However there is no restrictions on the higher
> level paths, well except for 4th degree paths which require a
> Psi/Theurgy feat 4th degree - Path name as a prereq.
> This is kludgy and ugly...there MUST be a better way of doing this.
> Any suggestions from the veterens?
> Problem D: The Living Weapon.
> This guy was really ugly for a while, but I've only got one point
> left to really worry about...the Living weapon improves his crit
> threat and multiplier as he goes up, in a way that stacks with the
> improved Critical Feat. I've tried a few things, including the
> BONUS|COMBAT tags, but they don't seem to be working (accorging to
> the default template).
> Again, suggestions?
> There is another problem with the Living weapon, and thats with the
> Vorox only combat feats...the extra attacks DON'T add to the living
> weapon unarmed cycle. I'm not sure how I'm going to deal with this,
> but I haven't gotten there yet, so I'll worry about that later.
> Problem E: Wyrd
> Wyrd is a mana pool that needs to be calculated for Occult
> characters, and has special rules for improving. Is there anyway to
> keep track of this pool...it improves no matter what class you are in
> after you get it, but improves different depending on what class you
> are in.
> The feat tree is done. I just need to add descriptions, and in a few
> cases add the appropriate bonuses. Except for the vorox feats, I
> don't see any long term problems here.
> All of the skills are entered, i just started using the new PCgen
> release, and it organizes skills slightly differently.
> Question: How do I get my skills to organize into custom
> subcategories? I have TYPE:Strength.Psi.Bedlam, but when I use the
> stat/type/name ogranization the Psi category (and its associated
> skills) don't show up at all.
> All combat equipment has been entered. There are a couple of odd
> issues, but I think they are the result of typos. Just data entry to
> go on this.
> None yet. The only template I'm considering is the Vorox one.
> Custom material may be forthcoming for symbiotes and demon
> possession, but only if I finish the main source.
> Any suggestions on the difficulties I mentioned above would be very
> Chris Fedak
> PCGen's release site: http://pcgen.sourceforge.net
> PCGen's FAQ: http://pedertest.officeline.no/PCGen
> PCGen's alpha build: http://rpg.plambert.net/pcgen
> To unsubscribe from this group, send an email to:
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/