Another Character Generator

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

The text would be really hard to read wouldn't it? That is my only concern, of course the only solution is to adjust the size of the other elements or put it on the back. Plus some write ups for gear have tomes of info, so it may have to be that only specific information is imparted, such as any specialized rules (like setback dice on holdout blaster etc.)

The text being hard to read is why I suggested the greeting card "back" method. That way you could have more room.

Depending on the program used, the text can be re-sized for readability. I know Adobe can do this automatically, and I believe that Word can do this as well.

Not sure if this is a bug or not, but I've found a problem with the dataset import/export.

I recently sent an export of my custom dataset to one of my players, when she tried to import it (Manual install, v1.3.2 from Google Drive), she got an error. I re-exported from my Data Editor (same 1.3.2 from GD) and when I tried to import it gave the same error that she reported. The text is:

"The Data Set for 'Custom' in this ZIP archive cannot be installed because other data is referencing data items that will be removed. The items referenced, and their data sets, are as follows:

- Species Cerean, Skill"

Any suggestions?

Not sure if this is a bug or not, but I've found a problem with the dataset import/export.

I recently sent an export of my custom dataset to one of my players, when she tried to import it (Manual install, v1.3.2 from Google Drive), she got an error. I re-exported from my Data Editor (same 1.3.2 from GD) and when I tried to import it gave the same error that she reported. The text is:

"The Data Set for 'Custom' in this ZIP archive cannot be installed because other data is referencing data items that will be removed. The items referenced, and their data sets, are as follows:

- Species Cerean, Skill"

Any suggestions?

That is actually a bug. In one of the last few releases, I changed the SkillModifier class to work with all skills of a particular type (Knowledge, Combat, etc). When It is used like this, the skill key is blank. Cereans use this feature because all Knowledge skills become career skills for them.

However, the skill validation routine still expects all skill keys to have a valid key. Since a blank skill key doesn't match with an existing skill, the validation fails.

It'll be fixed in the next release.

More donation thanks goes out to Andrew Sutherland. Thanks man! I appreciate it!

Feature request.

Would it be possible on the character printout pages to align the weapons, armor and gear stats in such a way that the encumberance values are all in a column with the total equipped/held encumberance at the bottom?

Not the main current/threshold encumberance box (I like that still at the top), but a small foot note with the total (or a box so we can total it ourselves after printing out and shifting gear around)

My character and some of my players' characters are collectors of gear, but leave most of it on the ship and only take what we want/need each mission, so this would make it real easy for us to total up what we have on us and be able to switch out easily.

Would this be possible to do?

Your gear only adds encumbrance if you have it held. if it's not held, then it's considered somewhere else (like your ship). Each gear table has a Held column that will be checked if it's in the character's possession. Only these checked items apply to encumbrance calculations. So, if you want to look through your gear lists and see what you have on your character, just look for the check mark in the Held column.

It could also be that I'm not quite getting what you're looking for :) If that's the case, could you explain it some more?

So, I have a Zeltron Big Game Hunter who has a few different gear sets (when he's collecting a bounty in the city; when he's collecting one in the wilderness; when he's out finding a job; when he's out partying like it's 4ABY). In any given session, he'll change gear sets or customize a new one for a specific upcoming encounter (and this can happen multiple times in a session, so I don't want to print off a page for each gear set he might use). I don't always have my laptop with me and the other players in the group don't have laptops to bring to the game, so keeping the program up is rarely an option.

As it is now, I click "show" on all the items -but not equipped- so that when I print the character sheet off, I can check off "held" or "equipped" by hand and then calculate the encumberance myself. However, I've noticed with how the gear is tabbed/layed out, the encumberance values and held/equipped check areas are staggered differently, so I occasionally miss some gear. I'm just asking if it would be possible to stagger the gear in such a way that all the encumberance values are vertically aligned when I print out the page so I can easily check off what is equipped by hand and add the total up myself.

It might also be nice to have gear sets so you can set up different load outs for different situations and what the encumbrance would be for those gear sets.

Again, I'm not concerned with gear sets; I don't want to have to print out 12 pages of potential gear sets my character might end up using. I know other people have asked for gear sets (like in WoW) and that might help, but all I'm asking is to align the encumbrance stat of all the gear in such a way that it's easier to calculate by hand after printing it all out and changing gear on the fly

I have (what is perhaps a stupid) question...

There is all these Note spaces... so, I understand what they are for, they are to allow slack on each page. My question is there any way to put anything in these, or are they meant for just for players to write in during sessions?

Sorry if this was answered... I tired to go through all 140 pages of this thread, but I kept seeing mostly stuff about adding notes to weapons, etc.

My players use them to take notes or doodle during the game sessions.

My players use them to take notes or doodle during the game sessions.

Fair enough, but useless when they are using PDFs via Roll20 and Google+. lol

They say Doodling is the sign of an unchallenged mind. Maybe challenge your players more and make it so they can't doodle?

j/k

hehe

They say Doodling is the sign of an unchallenged mind. Maybe challenge your players more and make it so they can't doodle?

j/k

hehe

LOL believe me I worry about that sometimes :)

They say Doodling is the sign of an unchallenged mind. Maybe challenge your players more and make it so they can't doodle?

My brother-in-law doodles all the time, but he actually uses it as a way to distract that part of his mind which needs to be distracted, so that the rest of his mind can pay full attention to whatever is going on at the moment.

If you forced him to stop doodling, you would be very unhappy with the results.

Yes. Doodling helps focus and retention. Doodling good. Facebooking bad.

This thread's getting to the point where it needs its own dedicated forum. I have questions that I am sure have already been answered and at least one bug report, but I fear it will simply be lost in the ever growing 140 page sea of text.

They say Doodling is the sign of an unchallenged mind. Maybe challenge your players more and make it so they can't doodle?

My brother-in-law doodles all the time, but he actually uses it as a way to distract that part of his mind which needs to be distracted, so that the rest of his mind can pay full attention to whatever is going on at the moment.

If you forced him to stop doodling, you would be very unhappy with the results.

That's actually how I tend to look at it, I'm kinda the same way.

I'm almost done adding the two-weapon change. It was actually more complex that I had originally thought. What I was going to do is have a "Primary" marker of some sort if you had two weapons equipped and that was it. However, just as you can add weapons to the "Shown" section on the first page that aren't necessarily equipped, you should be able to add two-weapon combos the same way.

So... there will be a new button called "Two-Weapon Sets" when your weapons are displayed. Clicking that will bring up a dialog that has that weapon as a primary, and allows you to add any current weapon(s) as a secondary. There's also a check box if you want that set to be "Shown". You can actually combine all of your weapons in that way into sets.

For instance, you select "Unarmed" and click the button. You can then add any existing weapons as secondary weapons for a two-weapon attack. If you run out of weapons to pair it with, it won't let you add any more. When a weapon has one or more two-weapon sets configured for it, it'll be displayed with a little two pistol icon so you know it has sets. You can then pick another weapon to do the same for, regardless if it's selected as a secondary for another weapon. So, you can have "Unarmed" as a primary and a vibro-knife as a secondary, and then defined vibro-knife as a primary and give it "Unarmed" as a secondary. Both, one, or neither can have its "Shown" flag set, depending on which combo you want displayed.

On the character sheet (which I'm working on now), the "Shown" grid will have the same two pistol icon next to two-weapon combos. It'll display primary name first, then secondary name, then have the combined dice pool, plus skill, range, etc., of the primary weapon. In the special column, I'll more than likely combine the qualities, attachments, etc., for both weapons, something like "Primary: Accurate 1, Stun Setting, Attachments: blah blah, Secondary: Stun Setting, Attachments: yada yada":

It's more work than you'd think would be required, but at least it's a complete solution.

Did you get an answer from FFG?

If so, I would love to see the question and answer so I can add it to the Dev Answers thread. That one gets asked a lot.

Did you get an answer from FFG?

If so, I would love to see the question and answer so I can add it to the Dev Answers thread. That one gets asked a lot.

At this point, I don't think I will. I've heard multiple places that the only die modifiers you apply are for the primary weapon, so that's what I'm going for. If it's different, I'll make any necessary changes.

As to how it looks:

TwoWeapSample.png

The pool is a combination of brawl and ranged light, as you can tell. Some preferences: do you want both skills listed, if different? What about range? Also, should I add both crit ratings, or just the primary? Let me know what you guys want.

I would like to see on the main sheet, for example, I am running w/ 2 Blasters...



I would like to see the Primary wpn, skill/range/dmg/Crit/ Dice Pool w/ all the bells & whistles and Special (Could you put the Stun Setting 2nd to all of the other attachment/mods Plz)



Then the Dice you would use if necessary for the 2ndary wpn (Bantha Eye gives you an Advantage or if you have Superior on a wpn that should go in the Dice pool as well for both wpns.)



So I would like a clear delineation of what dice are calculated and when w/ the powers/attachments/mods made on the wpns. Inc. Crit Ratings :)



Thanks Oggy Ben Doggy :D


I would like to see on the main sheet, for example, I am running w/ 2 Blasters...

I would like to see the Primary wpn, skill/range/dmg/Crit/ Dice Pool w/ all the bells & whistles and Special (Could you put the Stun Setting 2nd to all of the other attachment/mods Plz)

Then the Dice you would use if necessary for the 2ndary wpn (Bantha Eye gives you an Advantage or if you have Superior on a wpn that should go in the Dice pool as well for both wpns.)

So I would like a clear delineation of what dice are calculated and when w/ the powers/attachments/mods made on the wpns. Inc. Crit Ratings :)

Thanks Oggy Ben Doggy :D

Wow, you're the first person to make a "Hardware Wars" reference to my name :) I was expecting it a long time ago (in a galaxy far, far away).

Did you see the screenshot? That's what it looks like right now. Does that cover everything? Also, what sort of modifiers are applied to the roll from the secondary weapon? From what I've read, setback and boost come only from the primary weapon. Do advantage/threat pips come from both places? I wish FFG would get back to me on this...

I did see the screen shot, and both of my weapons have Bantha Shot, so I count the 1 extra Adv when I do my initial attack, but then I have to remember that I have another Adv if my 1st attack hits, so that would need to be on the sheet.

As to FFG can't somebody call them or something?? And what if you have Superior on BOTH weapons, you get the extra Dmg already but what about the Adv for it?? As for the "Stun Setting" that should be 2ndary because when you want to calculate stuff, you do not care if it has Stun or not...Yes it is important but as a 2ndary to all the Mods/Attachments on the weapon.

BEWARE THE WOOKIE MONSTER!!

I like your equipment cards idea, maybe using "Kainrath's Blog with Lots of Gear" can help, a whole bunch have already been made. Here is the link http://kainrath.wordpress.com/

I'm sure this has been suggested before, but for one of the GM Tools, could you not extract all the Obligation information from characters in the same campaign, and make a automatic Obligation sheet for the GM. So

1-10 - Pash - Bounty - Teemo the Hutt has a price on his head.

11-20 - Oskara- Criminal - She fell in with a criminal gang in her youth.

etc.etc.

Actually, I don't think I've seen that particular request on here, and it makes me wonder why. Probably because we were busy playing with all the other toys.