Another Character Generator

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

Does defense from armor not stack with the Defensive quality on weapons? They ought to stack, right, since Defensive X weapons "increase defense by X" rather than "granting you a defense of X"?

currently unclear devs are rejigering and have not told us the ruling yet

And the last ruling from the devs was that they do not stack, thus OggDude updated the program to account for this.

A couple things to toss on the bottom of the wish list that I've run across when using it.

Free skills: I was trying to figure out recently if there was a way to just apply a skill upgrade without awarding xp and then spending it. IE a skill increase as a result of an event rather than general xp. Certainly an edge case.

Turn on "allow GM grants." Voila!

Awesome, thanks.

Another request for vehicles - When printing there's a section for notes that comes up blank. Could we either write notes that gets written to that (the vehicle description is unreadable when printed with more than a couple lines) or add another type of note that prints in a different section. I'd like to be able to write down some notes about what's in the cargo hold or the state of some of the systems or about the spilled coffee in the pilot's seat, and have it be printed on the sheet for easy reading.

The Upgrade Weapons window (in version 1.7.0.0) does not allow the removal of weapons from stock ships. This prevents being able to use the generator to swap out one weapon for another, or simply free up a HP. I also do not see how to apply a name to a vehicle.

Edited by ShadoWarrior

The Upgrade Weapons window (in version 1.7.0.0) does not allow the removal of weapons from stock ships. This prevents being able to use the generator to swap out one weapon for another, or simply free up a HP. I also do not see how to apply a name to a vehicle.

To name the Vehicle: on the vehicles tab in the spot where it says Vehicle Name: Type the name.

To upgrade weapons: you click the upgrade weapons button.

Edited by SilindeT

The Upgrade Weapons window (in version 1.7.0.0) does not allow the removal of weapons from stock ships. This prevents being able to use the generator to swap out one weapon for another, or simply free up a HP. I also do not see how to apply a name to a vehicle.

you can name a vehicle in the GM tools under stock ships. which would also be where you swap weapons..

Does defense from armor not stack with the Defensive quality on weapons? They ought to stack, right, since Defensive X weapons "increase defense by X" rather than "granting you a defense of X"?

currently unclear devs are rejigering and have not told us the ruling yet

And the last ruling from the devs was that they do not stack, thus OggDude updated the program to account for this.

Oh interesting, thanks. Is the ruling somewhere on the web that's easy to find?

Does this apply to the +2 defense in the first round of combat provided by the Foresee power upgrade as well? That would make that upgrade bad enough to be not worth taking...

The Upgrade Weapons window (in version 1.7.0.0) does not allow the removal of weapons from stock ships. This prevents being able to use the generator to swap out one weapon for another, or simply free up a HP. I also do not see how to apply a name to a vehicle.

you can name a vehicle in the GM tools under stock ships. which would also be where you swap weapons..

Okay, I found the spot to name a ship. It's under the "Vehicle Name" text, not to the right of it which is where I'd been clicking.

As for swapping weapons using the GM tools, this doesn't seem to work, The "remove" button doesn't work (same as in the chargen), and there are no clickable fields for a weapon entry, It appears to just be a display box with no editing capability whatsoever for any of the item lines displayed. The Stock Vehicles section of the GM Tools appears to be the exact same program code (simply reused) that is in the character generator. There is no ability for a GM to manually override any numbers (like armor or hull values).

Hey where is savage spirits? Is there an update yet that includes it?

10 minutes ago, TheShard said:

Hey where is savage spirits? Is there an update yet that includes it?

Oggy included Savage Spirits in the 1.8 beta version that he posted before work and life took him away from us for an extended period. Stands to reason it will be in the release version of 1.8 that he's resumed work on.

I can't find a link to 1.8 beta

It's not in his signature or the original post, because it's a beta. It's in a post he made some 4-5 months ago. I just tried a Google search to see if I could find the appropriate post, but with the forum changeover, the thread's page numbers are now different (there are fewer pages in the thread than before).

Yea I did the same

On 1/23/2017 at 3:05 PM, ShadoWarrior said:

Okay, I found the spot to name a ship. It's under the "Vehicle Name" text, not to the right of it which is where I'd been clicking.

As for swapping weapons using the GM tools, this doesn't seem to work, The "remove" button doesn't work (same as in the chargen), and there are no clickable fields for a weapon entry, It appears to just be a display box with no editing capability whatsoever for any of the item lines displayed. The Stock Vehicles section of the GM Tools appears to be the exact same program code (simply reused) that is in the character generator. There is no ability for a GM to manually override any numbers (like armor or hull values).

to swap weapons you don't remove the weapon you use the upgrade weapon button. No the generator does not allow removing the weapon. If you want the ship without the weapons create a custom vehicle, in the data editor, without the weapons on it. But logically speaking, what would you put in a weapons hard point if not another weapon? It not like you are going to mount the bar in the turret slot.

to upgrade the weapon, click the upgrade weapon button, then click the weapon you want to upgrade, then click upgrade. then select witch upgrade you want to.

Example: add vehicle YT-1300, click upgrade weapon, select the ventral turret, click upgrade, scroll through the list until you find quad laser turret click OK, then do it again with the other turret. Now you are on your way to having the Millenium Falcon.

Edited by SilindeT

Not being able to remove a weapon is a significant design flaw in the generator/GM tools. You should be able to do so and recover 1 CHP per individual weapon removed, just as RAW permits. Being forced to use the data editor to do a simple thing that the RAW allows is ... user-unfriendly.

2 minutes ago, ShadoWarrior said:

Not being able to remove a weapon is a significant design flaw in the generator/GM tools. You should be able to do so and recover 1 CHP per individual weapon removed, just as RAW permits. Being forced to use the data editor to do a simple thing that the RAW allows is ... user-unfriendly.

Yes it should allow the removal of a weapon. But it really isn't that hard to create a custom vehicle. Maybe he will implement it in the next version. It does help to just ask for that functionality though...

1 hour ago, SilindeT said:

Yes it should allow the removal of a weapon. But it really isn't that hard to create a custom vehicle. Maybe he will implement it in the next version. It does help to just ask for that functionality though...

It's especially not difficult if you copy the vehicle in question in the Data Editor, and make the desired changes.

6 hours ago, ShadoWarrior said:

You should be able to do so and recover 1 CHP per individual weapon removed, just as RAW permits.

Where is this rule found? I can't find it so far.

Yeah, could someone point me to a place where RAW says you can remove a weapon and gain an HP? I've never seen that in the rules, which is why the generator does not support it. Page 271 of the EotE CRB only talks about adding a new weapon system or replacing an existing weapon system, both of which you can do with the generator.

11 hours ago, ShadoWarrior said:

Not being able to remove a weapon is a significant design flaw in the generator/GM tools. You should be able to do so and recover 1 CHP per individual weapon removed, just as RAW permits. Being forced to use the data editor to do a simple thing that the RAW allows is ... user-unfriendly.

You can always build your own application. Considering it's free, and done as a project of passion for the game and the community I don't think taking a few minutes using the data editor is a big deal. I mean, the scope of this app is huge and really does allow complete control and customization... if you're willing to take a few minutes and take a bit of your own initiative. And I mean, its 1 HP a few paper notes scratch written in the margin will suffice.

:)

Ogg,

I thought at one time there was a MSI for this. Where did that go?

On 1/24/2017 at 11:45 AM, Nytwyng said:

It's not in his signature or the original post, because it's a beta. It's in a post he made some 4-5 months ago. I just tried a Google search to see if I could find the appropriate post, but with the forum changeover, the thread's page numbers are now different (there are fewer pages in the thread than before).

Hello,

I would like to know how enable the choose of additional career for Arkanian Offshoot, like happens for Humans (please see the Screenshots).


Description:

  • Special Abilities:
    • Additional Career Skills - May train in two additional career skills

On 24/08/2013 at 4:55 AM, OggDude said:

Edited by Erik Seraph

First, the completely deserved adulation- this has been an absolute godsend to me. Thank you so much for making it! I am totally new to the system and running a game, and I keep finding more complexities every time I read one of the books; this program is helping me make sense of a lot of it. ^.^

I do have two questions, but I am not sure what I want to do is even within the rules as written; I added a Career that has several Specialties (so far, so awesome), but there are some secondary skill trees that I would like this profession to be able to access without it counting as additional Specialties. I thought it would work similarly to Force Power trees, but there doesn't seem to be a way to do that other than as Force powers, so... Is what I want to do even a thing? If so, how would I go about doing it?

Second question is simpler- I want to give players a choice between Skill A and Skill B as a Career skill when they choose this career. Other than making two versions of the Career, is there a way to do this?

Edited by Firefairy
Adding noob announcement.
23 hours ago, OggDude said:

Yeah, could someone point me to a place where RAW says you can remove a weapon and gain an HP? I've never seen that in the rules, which is why the generator does not support it. Page 271 of the EotE CRB only talks about adding a new weapon system or replacing an existing weapon system, both of which you can do with the generator.

They just posted this up.