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KahlessNestor

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  1. Like
    KahlessNestor got a reaction from Takeshi Yamato in Another Character Generator   
    Welcome to the community! This has been proposed before, and the general idea is that OggDude was kind of using building this as a way to learn the coding, so the coding is a bit of a mess, and having multiple people fiddling with it will result in BAD THINGS. It's cobbled together and works, but it's a case of "too many cooks in the kitchen" to make it public. The best way to help is to create content databases when new books come out.
     
    People with more knowledge of coding can explain it better. I'm no code monkey, and half-Luddite when it comes to computers
  2. Like
    KahlessNestor got a reaction from kaosoe in Another Character Generator   
    Welcome to the community! This has been proposed before, and the general idea is that OggDude was kind of using building this as a way to learn the coding, so the coding is a bit of a mess, and having multiple people fiddling with it will result in BAD THINGS. It's cobbled together and works, but it's a case of "too many cooks in the kitchen" to make it public. The best way to help is to create content databases when new books come out.
     
    People with more knowledge of coding can explain it better. I'm no code monkey, and half-Luddite when it comes to computers
  3. Like
    KahlessNestor reacted to Arrakus in Another Character Generator   
    I think the "Show" option in weapons/gear does that. 
  4. Like
    KahlessNestor reacted to syrath in Another Character Generator   
    Disorient and knockdown come from the default brawl skill , brawl weapons add to brawls basic damage , and can improve the crit rating of a brawl attack , you are still performing a brawl attack , which has the options for disorient 1 , knockdown and stun damage, only thing that is wrong here is that the vibroknuckler and vamblade both remove the option for strain damage. There is a further bug iirc when you add the martial artists iron body talent as it reduces the crit rating of brawl weapons (it shoukd only reduce your unarmed crit rating , then you get the choice of either using your lowered unarmed rating, or the weapons) . 
  5. Like
    KahlessNestor reacted to Donovan Morningfire in Another Character Generator   
    I think the problem there is that the Note section on each page is pretty much the program's way of filling any the blank areas on most of the sheets, with the front page having space to fill simply due to there not being a preset number of weapon entries a PC could have listed.  For instance, a PC using a bow could have three or four different types of arrows, and would need space on the front page not only to list out the stats of the basic arrow but also whatever specialty arrows they might use, as well as any other weapons they're carrying.  Same with a PC that makes use of explosives and grenades, and carries at least one or two of various types.  Or evens forbids a PC that uses both weapon types.
  6. Like
    KahlessNestor reacted to Daeglan in Another Character Generator   
    Go look in the book. None of them list species. This is because species is irrelevant in the Stat block. Characters don't look at Stat blocks. Players don't look at Stat blocks. What you do is grab the Stat black that best matches your need. And you tell the player what they see. Not what what Stat block you are using. An imperial pilot minion might be a tie pilot. Or a mercenary z95 pilot. Species is irrelevant other than for physical description. The goal of the npc Stat blocks is to make the GMS life easier. Not harder. 
  7. Like
    KahlessNestor reacted to McHydesinyourpants in How do you handle new characters?   
    I give players experience individually. Some players will get bonus xp for Obligation or just good roleplaying, on top of the general session Xp. Players who miss a session get half of the Xp for that session. When I have had new players, they get the Xp of the player with lowest level of Xp. I find that this way, new players don't come along and jank everything up as there will still be better characters at the table than them.
    When I get a new player, I talk to them. I ask them what they want to play and tell them about what the other players are playing. I try my best to let them know about party roles that need to be filled, and what might help them carve out their own niche within the group. I try to discourage players from taking on the same role as a player who is already established in that role.
     
    Players who have established party roles over 600xps worth of sessions will definitely feel a bit salty over some new guy who comes along and plonks a character they built with 600xp for free. Xp that is earned through play and adventure makes a player feel very attached to a character. When some janky newbie sits at the table with a min-maxed stat block they just pulled out of their arse, then the player who spent several sessions earning that experience is going to feel rightly peeved.
    There is also the fact that when players are given more Xp during character generation, players tend to build overly optimized personality-less stat-blocks instead of a character. (That is more just a personal peeve of mine though )
  8. Like
    KahlessNestor reacted to Darzil in How do you handle new characters?   
    It's usually that a character earning 600 xp in small chunks will end up less focussed than one that spends 600 xp at once, and be more generally skilled but probably less broken.
    Some players do manage to keep the tight focus when getting it in small chunks, but I've found it unusual.
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