MacKenzieHnC Brand New Shop Inventory Generator

By MacKenzieHnC, in Star Wars: Edge of the Empire RPG

snip

It's not about whether they are legal. It's about whether your average shop would have one.

Again though, it's less buying a "hilt" and more buying the associated scrap parts to make one with. The flavor text even says that other than the crystal the parts are fairly common, IIRC.

I know, and I shouldn't be so pedantic about it. It just seems weird to actually see "lightsaber hilt" when generating a shop. Especially when it suggests different hilts of different lengths. I mean, if I can make a double hilt out of some scrap at a store, couldn't I use that same tubing (just cut down) to make a basic hilt? But why is a basic hilt not listed, too?

At this point I realize I'm just being anal about it, but I had to voice it anyway.

snip

I know, and I shouldn't be so pedantic about it. It just seems weird to actually see "lightsaber hilt" when generating a shop. Especially when it suggests different hilts of different lengths. I mean, if I can make a double hilt out of some scrap at a store, couldn't I use that same tubing (just cut down) to make a basic hilt? But why is a basic hilt not listed, too?

At this point I realize I'm just being anal about it, but I had to voice it anyway.

Well, to reconcile your anal-retentiveness here, maybe the longer one has a larger power supply that won't fit into a smaller hilt? Or if you have the parts for a shoto and not a normal one, maybe the power supply isn't strong enough? There's a number of explanations that can work well.

Well, to reconcile your anal-retentiveness here, maybe the longer one has a larger power supply that won't fit into a smaller hilt? Or if you have the parts for a shoto and not a normal one, maybe the power supply isn't strong enough? There's a number of explanations that can work well.

Mmhm. Probably the best way to go about it. *chuckles*

In addition to my earlier question about adding vehicle attachments, could you maybe make it so the rarity modifier is accessible from the box when you generate the shop, instead of advanced options? It seems like something that would be attached to an individual shop more than a global modifier. Also, the price modifier in there is for conducting trade, and more for PCs selling to NPCs than the other way around. I don't think it automatically raises the price based on where you are in the galaxy, but it does increase the sell price for when a PC sells something that they bought on Coruscant for example to someone on Kamino (and then possibly only for shipment-sized deals, like a crate of blasters)..

Okay, so... interesting program, and I love the possibilities, but I ran into a small (non programming related) issue. I set up a Weapons shop that was all above the board, and for some reason he had a whole bunch of lightsaber hilts. It just felt a little weird.

Luke: I need to build a lightsaber.

Yoda: See Durma the Trader you must. Go to Adarlon you will.

I just can't see a whole lot of merchants having spare lightsaber parts around. (And I know... I can just ignore those results. It just seemed kind of odd.)

increase the rarity or change their legality if it suits you. I feel the exact same way, I just wanted to make sure that the releases are set up to the vanilla rules rather than my own preferences.

Edited by MacKenzieHnC

Check out the "Edit Weapons" function. Just double click on the lightsaber hilts and you can

increase the rarity or change their legality if it suits you. I feel the exact same way, I just wanted to make sure that the releases are set up to the vanilla rules rather than my own preferences.

Thanks, MacKenzie.

In addition to my earlier question about adding vehicle attachments, could you maybe make it so the rarity modifier is accessible from the box when you generate the shop, instead of advanced options? It seems like something that would be attached to an individual shop more than a global modifier.

Done and done and uploaded.

Check out the "Edit Weapons" function. Just double click on the lightsaber hilts and you can

increase the rarity or change their legality if it suits you. I feel the exact same way, I just wanted to make sure that the releases are set up to the vanilla rules rather than my own preferences.

Thanks, MacKenzie.

S'what I do. :)

Edited by MacKenzieHnC

So, I’d like to explain the use case that I have in mind for this kind of tool, and then have you folks tell me what you think. I’d also like to hear your thoughts on what the current use case is for the tool as it is currently implemented.

What I was thinking is that — as GM — I have a player at my table who wants to go buy some stuff, and I want to remove as much additional page flipping and calculations that we might have to do, while also preserving things like player agency. For me, player agency is vital — they have to be the ones rolling the dice, otherwise they’re going to feel like they got cheated when they can’t find something they’re looking for.

So, we know where the PCs are, what section of the galaxy and what planet. That basically covers all the things in the “Rarity Modifiers” table.

The player knows what they are looking for, so that will give us base price, rarity, whether or not it’s a restricted item, etc…. But we don’t want to have to have every copy of every book open to the gear section.

If the item is not restricted, then it comes down to a Negotiation roll [1], based on the Rarity and the Modifiers. The system should be able to tell me the base difficulty, the player should know their attributes and skills, and then we can talk about boost or setback dice.

The player rolls the dice, and we net out the results. If there is at least one Success, we should be able to input the results into the system, and have it calculate what the modified base price should be — this is basically the starting point for that merchant, based on whether or how much he likes you, and whatever the other factors are.

In my game, if the player wants to further Negotiate the price, then that would be an Opposed roll against the shop owner, and probably modified heavily by the initial roll. [2]

If the item in question is Restricted or otherwise on the black market, then we have to do a Streetwise roll to find the merchant. But otherwise, handled as above for legal items and Negotiation.

So, what I’d like to have is a program that has a complete database of all known published items of all the various types, a search interface, a way for me to list all items that match certain criteria (i.e., using certain skills, or all pistols versus all rifles, etc…), and then a simple interface to automate the calculation of the price, based on all the input factors.

But for me, it is very important that the actual rolling of the dice should be left in the hands of the players.

So folks, what are your thoughts on this subject?

[1] I’m not at all convinced that Negotiation is the right skill for the process of finding availability of the item you’re looking for, but I’ll go with it for now.

[2] This is where I see Negotiation being totally appropriate — trying to get the price of the item down. I personally don’t really understand how Negotiation is involved in locating the item in the first place, but that’s what the book says.

snip

So I think I figured out a way to implement what you're talking about and am at a point where I can integrate it (pretty seamlessly) as its own button.

First, let me make sure I've got this straight. You want:

The full item list to be generated (looking like it does now, but with no items removed except ones that have been removed automatically through the source book selection).

When an item is selected, a popup appears asking for the input from your dice roll.

If there are one or more successes, you want the row to change to reflect that as well as modify the price (by how much per success/advantage/etc.?).

And everything else is left up to you and the player.

Is this accurate?

Is there a version for Chrome?

Is there a version for Chrome?

I'm sorry, no, and it's not really on my radar yet. If you're asking because you're playing over Tabletop Simulator or something, there's a save/load feature for shops, so you can generate one and email it to everybody and then they can load it from their own computers.

It says Settings.text missing

It says Settings.text missing

Is it?

EDIT: Did you unzip the folder?

Edited by MacKenzieHnC

Yep

And everything else is left up to you and the player.

Is this accurate?

That sounds like it should do the job, yeah. Thanks!

And everything else is left up to you and the player. Is this accurate?

That sounds like it should do the job, yeah. Thanks!

I don't have the rulebooks, so what is the rule on the price change?

Again though, it's less buying a "hilt" and more buying the associated scrap parts to make one with. The flavor text even says that other than the crystal the parts are fairly common, IIRC.

EDIT: They are rarity 5, so not everyone would have the parts, but they're not exactly rare, really.

Right. I imagine the conversation might go something like this, for when Luke is trying to build his new lightsaber, between ESB and RotJ, where he approaches a shop with a list in hand (with apologies to Stephen Fry and Hugh Laurie ):

Watto: What do you want?

Luke: A half-dozen gelfling flanges, please.

Watto: Flushed or Galvanized?

Luke: Galvanized.

Watto: Right. Is that it?

Luke: A size twelve hydrospanner extension handle, seven co-axial mosfet power converters, three parping couplets…

Watto: Male or female?

Luke: Male. No — second thoughts — three of each.

Watto: That it?

Luke: Eleven gronkles of spowling tape.

Watto: Single or double-sided?

Luke: Do they make single-sided?

Watto: Only in Neimoidian sizes.

Luke: Better make it double-sided, then.

Watto: Anything else?

Luke: A micro-fusion power injector, three felching nuts…

Watto: Left or right-hand thread?

Luke: Left. I don’t want them coming off under stress.

Watto: Okay.

Luke: Nearly there. A clip-jawed double lock brace, and the tertiary ignition coil from a T-14 Hyperdrive Generator.

Watto: Do you have gruddock paper and frotting pencils?

Luke: Do you think I’ll need them?

Watto: You will if you’re going curved.

Luke: Okay then, I’m going straight, so no need for the gruddock paper or frotting pencils.

Watto: Okay, so all told, that will be 531 credits.

Luke: Wow. That’s a little expensive. But seven gronkles of the spowling tape are extra in case I make a mistake. What is the price if we leave those off?

Watto: That would bring the price down to 497 credits.

Luke: Well, I guess I have no choice, because all I’ve got is 500 credits.

I don't have the rulebooks, so what is the rule on the price change?

I’m trying to find the rule for that. I would have expected to see it close to the Rarity tables, but off the top of my head all I can find is rules for when PCs are trying to sell items.

I’ll keep looking.

I don't have the rulebooks, so what is the rule on the price change?

I’m trying to find the rule for that. I would have expected to see it close to the Rarity tables, but off the top of my head all I can find is rules for when PCs are trying to sell items.

I’ll keep looking.

Yeah, just let me know. Making the individual rolling mechanic is gonna be tomorrow's project, and I'll be able to knock it out pretty quickly (I think).

However, I can’t seem to sort the lists by the amount of damage that a weapon does, or any of the other columns. I can click on the divider between columns and move that left or right, which is greatly appreciated. But when I click on the column header, nothing happens. Did I miss something?

Finally got the sorty up and running, though I was (and am) admittedly kinda drunk while doing so, so while it seems to be working on my end, be aware of potential errors. Just to be saef, I'll go ahead and leave the last version up and just post 0.06 next to it.

Finally got the sorty up and running, though I was (and am) admittedly kinda drunk while doing so, so while it seems to be working on my end, be aware of potential errors. Just to be saef, I'll go ahead and leave the last version up and just post 0.06 next to it.

We in the business call this "Brogramming"

Finally got the sorty up and running, though I was (and am) admittedly kinda drunk while doing so, so while it seems to be working on my end, be aware of potential errors. Just to be saef, I'll go ahead and leave the last version up and just post 0.06 next to it.

We in the business call this "Brogramming"

It makes me sad that I can only like this once.

Finally got the sorty up and running, though I was (and am) admittedly kinda drunk while doing so, so while it seems to be working on my end, be aware of potential errors. Just to be saef, I'll go ahead and leave the last version up and just post 0.06 next to it.

We in the business call this "Brogramming"

We in the business call this "Brogramming"

Brogramming is not a positive concept that should be “liked”.

Brogramming is a sexist and racist concept that should be eliminated with extreme prejudice and nuked from orbit. And then the prefix “Bro-” needs to be eliminated from the language with equal ferocity.