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Re: [pcgen] Re: Regional Feats

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  • Nathan B Hinckley
    Thanks Aaron. I ll go dissect a couple.
    Message 1 of 11 , May 18, 2006
      Thanks Aaron. I'll go dissect a couple.

      On 5/16/06, boomer70 <boomer70@...> wrote:
      >
      >
      > --- Nathan B Hinckley <galadare@...> wrote:
      >
      > > The kit file TAGS are well documented. What I can't
      > > find is
      > > documentation on what the kits are at a logical
      > > level, or how (and
      > > why) I would use them. Maybe it's obvious and I just
      > > missed it (this
      > > would not be the first time).
      > >
      > > Does this documentation exist? Where would I find
      > > it?
      > >
      > > Maybe these questions belong on another group. I'll
      > > have to plead
      > > newbie ignorance if so.
      > >
      >
      > Hi Nathan,
      >
      > Basically what kits are is a way to specify through
      > data a number of selections that could be made when
      > creating a character.
      >
      > One example of a use for kits is "Default Monster
      > Kits" (hereinafter referred to as DMK). You can see
      > hundreds of examples of these kits in the data that
      > ships with PCGen. Additionally, there is a "LST file
      > class" (Race class #5) on creating a kit for use as a
      > DMK. A DMK is just the the skills, feats, gear, etc
      > that a monster has selected as presented in the
      > source.
      >
      > There are pleanty of other uses for kits and I am
      > going to try and get around to creating a LST file
      > class for them. Some examples of things you could
      > create kits for would be:
      >
      > 1) Starting Kits for characters reflecting a "generic"
      > sample of choices for a given class. Some close
      > content sources provide these sorts of kits.
      >
      > 2) "Regional" kits for granting equipment based on a
      > region.
      >
      > 3) NPC kits for specify default NPC stats for things
      > like City Watchman, Orc Shaman etc.
      >
      > You can even do treasure tables with them.
      >
      > One thing, and this is I believe related to the
      > initial question, that kits are not intended for is
      > granting special abilities to a character. Kits are a
      > sort of "fire and forget" type feature. Once you
      > apply the changes from a kit the system no longer
      > tracks those changes so you can "unapply" a kit.
      >
      > Hope this helps a little,
      >
      > -Aaron
      >
      >
      >
      > ----------------
      > Aaron Divinsky
      > PCGen Docs 2nd, Data Chimp, Code & Doc Tamarin
      >
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