DoktorPete
August 31st, 2023, 18:31
Hey, I have questions about some of the the effect automation for Edges and stuff.
First, how come most Edges such as Alertness or Brawny have their effects coded at the bottom in the usual [], where others such as Brave or Hard to Kill have their effects coded seemingly automagically? Like why can't Alertness do that Notice +2 without the brackets like Brave can for it's Fear +2?
Second, how come some of the Monstrous Abilities are only half automated? Undead is the immediate one that comes to mind; the +2 to rolls to recover from being Shaken is automatically added but the +2 Toughness isn't. I'm guessing its because they're generally meant for NPC's where you have to calculate Toughness manually, but a bunch of them are useful when making Races so it would be nice if they weren't half-baked. Similarly, Gargantuan doesn't increase the Wounds Threshold despite that being the one part of it's effects that it can automate.
For that matter, why don't the derived stats calculate automatically for NPC's like they do for PC's? Wouldn't it save a ton of time for anyone making NPC's?
Personally I'd like to have all of the Abilities automated, so for instance instead of there being Armor, there could be Armor +2, Armor +4, etc. just ready to drag and drop. likewise with Size, or even something like Natural Weapons which could be split into the 3 options for easier NPC building. Hell, even if they had their incomplete effects coded in brackets that you just had to plug a value into it would be easier. It really is a slog to drag and drop a bunch of abilities that don't do anything natively, then remember or lookup how to code their effects, and then test them to make sure they're working right. I'm guessing most people probably use the SW Maker or something to get around this for NPC's but it sure would be easier for adding those abilities to Races or PC's if they were fully implemented.
First, how come most Edges such as Alertness or Brawny have their effects coded at the bottom in the usual [], where others such as Brave or Hard to Kill have their effects coded seemingly automagically? Like why can't Alertness do that Notice +2 without the brackets like Brave can for it's Fear +2?
Second, how come some of the Monstrous Abilities are only half automated? Undead is the immediate one that comes to mind; the +2 to rolls to recover from being Shaken is automatically added but the +2 Toughness isn't. I'm guessing its because they're generally meant for NPC's where you have to calculate Toughness manually, but a bunch of them are useful when making Races so it would be nice if they weren't half-baked. Similarly, Gargantuan doesn't increase the Wounds Threshold despite that being the one part of it's effects that it can automate.
For that matter, why don't the derived stats calculate automatically for NPC's like they do for PC's? Wouldn't it save a ton of time for anyone making NPC's?
Personally I'd like to have all of the Abilities automated, so for instance instead of there being Armor, there could be Armor +2, Armor +4, etc. just ready to drag and drop. likewise with Size, or even something like Natural Weapons which could be split into the 3 options for easier NPC building. Hell, even if they had their incomplete effects coded in brackets that you just had to plug a value into it would be easier. It really is a slog to drag and drop a bunch of abilities that don't do anything natively, then remember or lookup how to code their effects, and then test them to make sure they're working right. I'm guessing most people probably use the SW Maker or something to get around this for NPC's but it sure would be easier for adding those abilities to Races or PC's if they were fully implemented.