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13 hours ago, Takeshi Yamato said:

Hey, OggDude, I have a question regarding Mentor NPCs as they appear in Disciples of Harmony, and how they'll be implemented in your Generator.

Are you planning to do what you did with Inquisitor NPCs, using various steps to assemble the general Mentor, then allowing for background and/or more detailed edits? Or do you have something else in mind?

I'll have to take a look at it.  If it's the same sort of thing as inquisitors, where you choose skill packages, characteristics, etc., then yeah, it'll probably have a step-by-step dialog for creating them.  But again, I'll need to take a look at how it's supposed to work.

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2 hours ago, OggDude said:

I'll have to take a look at it.  If it's the same sort of thing as inquisitors, where you choose skill packages, characteristics, etc., then yeah, it'll probably have a step-by-step dialog for creating them.  But again, I'll need to take a look at how it's supposed to work.

I'll give you an overview of how they put it in the book, so you can make a decision before you look in the details. They don't give it in history of specific steps, but I'll list steps in the order I feel they work the best. :)

Step 1: Choose a Mentor Type - there are three categories of Mentors, all Nemesis-Class, each with their own Characteristic spread, Soak value, Wound Threshold, and Strain Threshold, and each providing a unique 'suite' of Skills, Talents, and Force Powers - these Suites will be used in Steps 5, 6, and 7. The Stat Blocks are on Pages 73 and 74 of the book.

Step 2: Choose a Tradition - while you can do a classic Jedi Mentor, with Mentor Benefits as detailed in the F&D Core Book, DoH provides four alternate Force Traditions for this purpose, each with their own benefits and drawbacks (though the drawback can be 'canceled out' if you pay an XP fee). These are Baran Do Sages, Dagoyan Masters, Gand Findsmen, and Sith Lords. Stats for each are on pages 79 and 80 of DoH. You might also have an option for a custom tradition.

Step 3: Mentor History - There are three parts to this, described on pages 70 and 71 of DoH: The training the Mentor Received, what their role was in the Clone Wars, and how they survived the Jedi Purge and how they are continuing to survive.

Step 4: Mentor Personality - Detailed on pages 71 and 72, there are three parts to this step, as well: Mentoring Style (choosing one or two options from a chart on page 71, or making a custom style), Mentor Complications (Again, one or two options from a chart, this time on page 72, or make a custom complication), and Mentor Morality (This is exactly the same as PC Morality).

Step 5: Mentor Skills - from the Skill Suite of the particular Mentor type, half of the skills on that suite get Rank 4, the other half get Rank 2. The Mentor also gets 1 rank in 2 skills not part of the Suite.

Step 6: Mentor Talents - Mentor types get all the Talents in their particular Talent Suite, plus an additional five Talents, ignoring tree prerequisites. However, Improved and Supreme Talents will need their base versions.

Step 7: Mentor Force Powers - Mentor types get all the Base Force Powers listed in their Force Power Suite. Then, they gain a set number of upgrades to spread throughout those available powers. This number is determined by the combined Force Rating of all PCs in the party.

Step 8: Mentor Equipment - the book doesn't give any rules for this, so I'd say go Inquisitor-style here, provide a list of appropriate gear for the GM to give the Mentor.

And that's the overview I have for the Mentor System as described in Disciples of Harmony. I hope that helps. :)

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2 hours ago, Takeshi Yamato said:

I'll give you an overview of how they put it in the book, so you can make a decision before you look in the details. They don't give it in history of specific steps, but I'll list steps in the order I feel they work the best. :)

Step 1: Choose a Mentor Type - there are three categories of Mentors, all Nemesis-Class, each with their own Characteristic spread, Soak value, Wound Threshold, and Strain Threshold, and each providing a unique 'suite' of Skills, Talents, and Force Powers - these Suites will be used in Steps 5, 6, and 7. The Stat Blocks are on Pages 73 and 74 of the book.

Step 2: Choose a Tradition - while you can do a classic Jedi Mentor, with Mentor Benefits as detailed in the F&D Core Book, DoH provides four alternate Force Traditions for this purpose, each with their own benefits and drawbacks (though the drawback can be 'canceled out' if you pay an XP fee). These are Baran Do Sages, Dagoyan Masters, Gand Findsmen, and Sith Lords. Stats for each are on pages 79 and 80 of DoH. You might also have an option for a custom tradition.

Step 3: Mentor History - There are three parts to this, described on pages 70 and 71 of DoH: The training the Mentor Received, what their role was in the Clone Wars, and how they survived the Jedi Purge and how they are continuing to survive.

Step 4: Mentor Personality - Detailed on pages 71 and 72, there are three parts to this step, as well: Mentoring Style (choosing one or two options from a chart on page 71, or making a custom style), Mentor Complications (Again, one or two options from a chart, this time on page 72, or make a custom complication), and Mentor Morality (This is exactly the same as PC Morality).

Step 5: Mentor Skills - from the Skill Suite of the particular Mentor type, half of the skills on that suite get Rank 4, the other half get Rank 2. The Mentor also gets 1 rank in 2 skills not part of the Suite.

Step 6: Mentor Talents - Mentor types get all the Talents in their particular Talent Suite, plus an additional five Talents, ignoring tree prerequisites. However, Improved and Supreme Talents will need their base versions.

Step 7: Mentor Force Powers - Mentor types get all the Base Force Powers listed in their Force Power Suite. Then, they gain a set number of upgrades to spread throughout those available powers. This number is determined by the combined Force Rating of all PCs in the party.

Step 8: Mentor Equipment - the book doesn't give any rules for this, so I'd say go Inquisitor-style here, provide a list of appropriate gear for the GM to give the Mentor.

And that's the overview I have for the Mentor System as described in Disciples of Harmony. I hope that helps. :)

They never make it easy, do they?  DoH might take a bit longer to get out than I was thinking...

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1 minute ago, OggDude said:

They never make it easy, do they?  DoH might take a bit longer to get out than I was thinking...

You could code DoH into the generator and update in chunks - say, do the Chapter 1 stuff first (new Consular options) then the Chapter 2 stuff (new gear and ships), and then focus on the Mentor Systems and the other Chapter 3 stuff?

I definitely want to see the Mentor stuff, but I also want the new Specs and stuff, so if you can upload them separately, so that you don't need to delay it all just to get the one thing in, that is perfectly fine with me. :)

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10 hours ago, OggDude said:

What I attempted to do is create an unmodded version of the ship, add the mods that make it look like what was in the book, then make sure the leftover HP's matched the book.  Since the book didn't say what an unmodded version would look like, I just added what I thought was appropriate, based on the descriptions of the mods made.  The stock vehicle version should match the HP's in the book.

Of course, there's a number of different ways this can be done, what what's in the data is my interpretation of it.  If at some other time, an actual unmodded version of the ship shows up in an official publication, I'll replace my version with it.

I get it. At least I think I do. It is just when I tried to get from what is in the program to what is written in the book, I ended up 3 HPs short. Perhaps I am doing it wrong or not the optimal way. 

Apologizes, I did not mean to make this such a lengthy conversation. I will move a long now.... 

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2 hours ago, OggDude said:

They never make it easy, do they?  DoH might take a bit longer to get out than I was thinking...

Could always break it out, make it a separate release. Similar to other complex/demanding features in past releases. 

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On 6/4/2017 at 1:13 PM, SilindeT said:

There is a little play button next to the cost of the talent, click that and it lets you switch it.

There is no play option. It lets me pick it, but does not let me change to Presence. It works if I make the first spec Makashi Duelist.

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22 minutes ago, Jedifish said:

There is no play option. It lets me pick it, but does not let me change to Presence. It works if I make the first spec Makashi Duelist.

Just to make sure, is your first specialization a F&D spec? If you started in an Age of Rebellion or Edge of the Empire spec and then purchased Makashi Duelist, you don't actually get Force Rating 1 from that (you need to get Exile or Emergent first), and Makashi Technique is a force talent. That would cause it to not give you the option.

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On 6/6/2017 at 6:41 PM, OggDude said:

They never make it easy, do they?  DoH might take a bit longer to get out than I was thinking...

Maybe just two putt it like you've done with some of the previous books.  The main stuff, species, specializations and equipment are all pretty standard.  My guess is that the Ebb/Flow power will be an interesting UI challenge if you try to display it's impact on skills but I wouldn't think you'd want to.

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1 hour ago, Dbrowne1974 said:

Not sure if I'm missing something but when I open it on my laptop it doesn't automatically update.  Not it does it on my tower, just curious if I'm missing something..

The auto-update only occurs if you used the Web Install option.  If you did the Manual Install option, then you've got to get the updates and manually install them.

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1 hour ago, Dbrowne1974 said:

Not sure if I'm missing something but when I open it on my laptop it doesn't automatically update.  Not it does it on my tower, just curious if I'm missing something..

Did you use the web install or manual install?

It's my understanding that only the web install auto-updates.

ETA: Ninja'ed by Donovan. :ph34r:

Edited by Nytwyng

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4 hours ago, Dbrowne1974 said:

Not sure if I'm missing something but when I open it on my laptop it doesn't automatically update.  Not it does it on my tower, just curious if I'm missing something..

Also, if you are using the web install and SKIPPED an update message, you won't be prompted for it again for about two weeks.  Apparently, that is a Microsoft feature/bug, and OggDude can't do anything about that.

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7 hours ago, Dbrowne1974 said:

Not sure if I'm missing something but when I open it on my laptop it doesn't automatically update.  Not it does it on my tower, just curious if I'm missing something..

In addition to what Donovan, Nytwyng, & Zero wrote: I had a shortcut pinned to the taskbar on my laptop that apparently skipped the check for updates. I had to go to the Windows menu (formerly known as the Start menu) and find the character generator's icon from there, and then it updated fine. (And then I changed the shortcut.) 

Something like that might've happened to you

.

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Force pikes cannot have the mono molecular edge. Ive checked thiw with the devs and according to the it can. It's description says the tip is vibro edged.

Other edged vibroweapons appear to miss it as welll..

 

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I keep seeing people talk about a web install, but the only version I've ever seen (and I spent a good 30 minutes searching last night) is the one linked at the start of this thread which is just the latest zip file (which I assume is the manual install)

Considering this is the only place I've ever seen a link to download it might be a good idea to put the web install link on that first post.

Though I'll settle for a link to it right here, but it'll just get lost in the pages eventually :)

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Oh, OggDude, do you think you could get Disciples of Harmony Chapter 1 (and possibly Chapter 2) coded into your generator and updated by the end of the month? My birthday comes rather early in July, so if you could get those two chapters into your generator before then, it'd make for a fun 'birthday gift'. Chapter 3 (Mentor Creation) would make it even better, but if you can't get to that by then, I will understand.

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Hi OggDude,

I'm not sure if it is a known problem, but there is an issue with starship ships when you try to print them that has only come with this version.

If you have a ship with a lot of mods that goes onto "vehicle attachments (cont)" sheet, only the second sheet appears on the pdf to print. The prime front sheet only comes up if everything for the ship fits on one page, otherwise it seems to disappear.

It happens both when linked to a character sheet and when you go direct to stock vehicles.

Is there a solution for this?

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7 hours ago, Smethane said:

I keep seeing people talk about a web install, but the only version I've ever seen (and I spent a good 30 minutes searching last night) is the one linked at the start of this thread which is just the latest zip file (which I assume is the manual install)

Considering this is the only place I've ever seen a link to download it might be a good idea to put the web install link on that first post.

Though I'll settle for a link to it right here, but it'll just get lost in the pages eventually :)

OggDude has a link to both the Manual Install and the Web Install on his "About Me" page for the forum, located here: https://community.fantasyflightgames.com/profile/212555-oggdude/?tab=field_core_pfield_28.  This has been mentioned and the link has been posted before in this thread, though of course with over 300 pages of posts, it's easy to see how it could be overlooked.

Edited by SJanson

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2 minutes ago, Smethane said:

@sjanson Cheers dude, didn't know forums had readmes xD

I'll pass the self version to my team :)

He used to have the links in his signature.

Then the forum software was updated and signatures were eliminated. So, yeah, it's a bit harder to find now.

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Any reason why when you select the Droid species you can't take F&D careers? Nothing explicitly prohibits this. Also, if you kind of "cheat" the system by selecting the career first and then changing your species to Droid, it reduces your career skills by one despite the fact that Droid have a -species- ability of having access to more skills. F&D rules don't say to reduce your career skill cap, rather, you simply start with fewer IF you select one of those specializations. I believe that would be overridden by the Droid's ability.

Thoughts?

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18 minutes ago, Tweedledope said:

Any reason why when you select the Droid species you can't take F&D careers? Nothing explicitly prohibits this. Also, if you kind of "cheat" the system by selecting the career first and then changing your species to Droid, it reduces your career skills by one despite the fact that Droid have a -species- ability of having access to more skills. F&D rules don't say to reduce your career skill cap, rather, you simply start with fewer IF you select one of those specializations. I believe that would be overridden by the Droid's ability.

Thoughts?

F&D careers grant Force rating 1, traded off for fewer career skills. Droids can't have a Force rating.

Edited by Nytwyng

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2 minutes ago, Nytwyng said:

F&D careers grant Force rating 1, traded off for fewer career skills. Droids can't have a Force rating.

Doesn't mean they can't take the careers. I believe during an O66 Podcast one of the developers even alluded to this. Same with the Force Talents. They can purchase them but can't use them.

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