Thread: SW Enhanced Library extension
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March 4th, 2013, 17:39 #11
I'll start on the math and other assigned homework right away.
Aliens.... Go fig?
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March 4th, 2013, 19:51 #12
[quote=Ikael]There is a big chance that the math could go wrong. For example when character creation is done? -- If all characters would be created outside campaign that would be ok, but for example in my case I create character within the campaign and thus there is no direct way to define when character is done. This kinda feature would requires that system is aware of character's character creation stats and would compare current values to them and determines if something is missing etc. This is not supported at the moment
Let's see: You'd have to keep track of XP, No. of Advances, the floor(XP/5), a drag'N'drop tagged list of indices, for skills or edges, or whatnot. and the usual character creation points. That's it. Once a character is created, no matter *how* it's created, it's done. all your points are spent. Usually, player's decide when it's done. It's only when the GM awards XP that this sytem would come into play. *Only* refering to the above. (one of which is already implemented .
Originally Posted by Ikael
Originally Posted by Ikael
Originally Posted by Ikael
We are playing a *fair* game after all. And all "improvements" would be on the server side "tagged" as an advantage, rather than the players side, so it is fairly restricted in what a player can alter. Besides if it falls below it's "tagged" XP, it's taken off charter starting points.
Originally Posted by Ikeal
It's really hard for someone to *subcontiously* navigate and delete icons to getting rid of the skill. That's why the icons for deletion were placed where they were. And if they do and the skill wasn't dropped onto the advance box, you wouldn't have too worry about iit because it would be "tagged", so values "tagged" would come off XP first, and the rest would come out of development points..
[qoute=Ikeal]This feature is very much doable, but maybe would require too much effort and changes compared to its benefits. But I am open ears to hear if you could provide full set of rules how this is applied, and that it would support methods fixing humane errors. In addition it should not be error prone in math because of this flexibility. With such rules I could review it and possibly include it into request list
This at least separates the creation, from the gains due to achievements. You could even have a drag'n'drop sytem of adding edges, skills and die increases into the XP box so they show up in a "character log," a record of their progress through the game.Aliens.... Go fig?
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March 6th, 2013, 21:33 #13Originally Posted by S Ferguson
Basically I consider this idea as "nice to have" overall. I still think that, despite your comprehensive description, the math still has holes. Issues I am having at the moment:
- There is no liner way to calculate how many "advancement points" character has used. We could think that each edge is 2-points, raising skill that's less than your linked attribute is 1-point and raising skill that're equal or greater than your linked attribute costs 2-points. Getting new skill cost 2-points. Each advancement grants you 2-points. Everything goes well until you increase your attribute. The skill was costing X points until die Y and further it costs Z.
- If character takes "Additional Power Points" Edge, they never record it to character sheet, instead they put it into power points max. The system should be aware of how many power points character would have in the beginning and should be aware of changes in the maxes. In addition, I have seen some magical items that increase your power points... it would break the math totally!
- Skills has a MUST to be linked into attributes, so each skills MUST be dragged and dropped from module, and no custom creation cannot be allowed or math breaks
There is big difficulties detecting when "You got an advance" should be displayed and when not.
NOTE: S Ferguson, if you want to continue this talk more, please create new thread since this has nothing to do with SW Enhanced Library extension!"Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness
Post your SavageWorlds ruleset feature requests and issue reports here!
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March 6th, 2013, 23:43 #14
[quote=Ikael]The idea of "Character log" made me more interested about this idea, For some reason it would be nice to see how each character progressed, and maybe I could learn something from it It's not that useful but nice to have.
Basically I consider this idea as "nice to have" overall. I still think that, despite your comprehensive description, the math still has holes. Issues I am having at the moment:
- There is no liner way to calculate how many "advancement points" character has used. We could think that each edge is 2-points, raising skill that's less than your linked attribute is 1-point and raising skill that're equal or greater than your linked attribute costs 2-points. Getting new skill cost 2-points. Each advancement grants you 2-points. Everything goes well until you increase your attribute. The skill was costing X points until die Y and further it costs Z[/qoute]
.Originally Posted by Ikael
Originally Posted by Ikael
Originally Posted by Ikael
Originally Posted by IkealAliens.... Go fig?
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March 10th, 2013, 04:56 #15
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Why not simply ad an advance tracker in a new tab, like seen on the newer savage worlds character sheets? Maybe make it a bit more interactive for example, you do everything like normal for a new character and use the character summary option to see how many skill and bonus points you spent (you would only need an option to increase an attribute from bonus points) Then have a separate tab with an advance tracker where you can simply select whatever kind of advance you want (for starters nothing needs to be automated just have an advance tracker with text.. I actually use the notes page of my players character sheet for this at the moment) A more advanced version could let you select an advance or drop an edge skill ,whatever, on it...
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March 10th, 2013, 15:38 #16Originally Posted by meathomeAliens.... Go fig?
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May 19th, 2013, 16:19 #17
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I'm trying to create an arsenal of weapons for my M.I.B. game. Maybe I'm doing it wrong but the "manage" function to create weapons feels a bit clunky. Can someone give me pointers on how to use this please? Also, is it possible to make those entries draggable? Thank you.
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May 19th, 2013, 18:51 #18Originally Posted by Mask_of_winter
Cheers,
SFLast edited by S Ferguson; May 19th, 2013 at 19:11.
Aliens.... Go fig?
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July 21st, 2013, 22:27 #19
Mods, can you lock this thread. It will be continued in the new thread.
"Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness
Post your SavageWorlds ruleset feature requests and issue reports here!
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