Another Character Generator

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

Hey Oggy...

"So if the second weapon has penalties or bonuses that would affect the pool, such as adding Boost or Setback dice, these would not apply. However, if the second weapon has penalties or bonuses that are applied after the pool has been rolled, then those penalties or bonuses do apply if you trigger the second weapon to hit."

Would that mean that if the 2nd wpn has BAM and is triggered due to the 2 Adv rolled by the first weapon...That you DO have to roll the 1 Setback Die???

Hey Oggy...

"So if the second weapon has penalties or bonuses that would affect the pool, such as adding Boost or Setback dice, these would not apply. However, if the second weapon has penalties or bonuses that are applied after the pool has been rolled, then those penalties or bonuses do apply if you trigger the second weapon to hit."

Would that mean that if the 2nd wpn has BAM and is triggered due to the 2 Adv rolled by the first weapon...That you DO have to roll the 1 Setback Die???

Correct.

FYI Force and Destiny has significant changes to the trees. Some talents were removed and some were shuffled around.

Differences between the beta version and the final one ?

FYI Force and Destiny has significant changes to the trees. Some talents were removed and some were shuffled around.

Differences between the beta version and the final one ?

no. beta update 4. see news page.

Hey Oggy...

"So if the second weapon has penalties or bonuses that would affect the pool, such as adding Boost or Setback dice, these would not apply. However, if the second weapon has penalties or bonuses that are applied after the pool has been rolled, then those penalties or bonuses do apply if you trigger the second weapon to hit."

Would that mean that if the 2nd wpn has BAM and is triggered due to the 2 Adv rolled by the first weapon...That you DO have to roll the 1 Setback Die???

Correct.

I actually don't think so.

BAM adds dice to the pool. So if you only build the dice pool based on the first weapon, the setback from BAM on the second weapon is never bothered with.

However, Superior adds damage and advantage AFTER the pool has been assembled. THIS would be added from the second weapon if it gets triggered.

Hey Oggy...

"So if the second weapon has penalties or bonuses that would affect the pool, such as adding Boost or Setback dice, these would not apply. However, if the second weapon has penalties or bonuses that are applied after the pool has been rolled, then those penalties or bonuses do apply if you trigger the second weapon to hit."

Would that mean that if the 2nd wpn has BAM and is triggered due to the 2 Adv rolled by the first weapon...That you DO have to roll the 1 Setback Die???

No, because at that point, the check has already been rolled. But, if the second weapon has other modifiers, like more damage, range, advantages, etc., then those WILL apply, assuming you activated the second weapon. For instance, with superior, you would add the damage and the advantage only after you activated the second weapon with two advantage. So, spend two advantage, get another one back to use for something else.

Edit: Should have read Trinity's post before I posted this :)

Edited by OggDude

I have an error when trying to install

An error occurred trying to download 'https://googledrive.com/host/0By-yXsdOqLIxYmdSdWMxQUtKUzg/SWCharGen/SWCharGenLauncher.application'.

See the setup log file located at 'C:\Users\CELEBN~1\AppData\Local\Temp\VSDCCDF.tmp\install.log' for more information.

It'ts not letting me download the files. Anyone have any idea on how to fix this?

Also, the install log just says something about Microsoft framework but I updated my framework to the latest version and it's still not working.

Thank you

Edited by celebnaur

Hey Ogg, great tool here! Tried modding weapons recently and noticed there is no option to reduce the cost of either the attachment or each mod (using Gearhead talent, for example). Not a big deal, since this is the first shopping spree and they neither bothered nor was I prepared for negotiating prices and I just manually altered their credits.

Also noticed the Training Lightsaber Emitter is shown as Restricted. The book says that it is legal.

Edit: Didn't read your post correctly :) I'll get back to this one.

Edit 2: OK, it's what I thought. When you purchase attachments and mods, it brings up the standard purchase dialog that allows you manipulate the price in tons of different ways, including standard discounts and markups, your own percentage, or just entering in your own price. If you're not seeing this dialog, then you may be adding (or clicking "Finish"), rather than purchasing.

Well of course, that would make too much sense. :) I was just blazing right by that window, didn't occur to me. Thanks!

I have an error when trying to install

An error occurred trying to download 'https://googledrive.com/host/0By-yXsdOqLIxYmdSdWMxQUtKUzg/SWCharGen/SWCharGenLauncher.application'.

See the setup log file located at 'C:\Users\CELEBN~1\AppData\Local\Temp\VSDCCDF.tmp\install.log' for more information.

It'ts not letting me download the files. Anyone have any idea on how to fix this?

Also, the install log just says something about Microsoft framework but I updated my framework to the latest version and it's still not working.

Thank you

It's just having an issue trying to download part of the install. It could be an internet glitch, or a problem with Google Drive. Try installing again a bit later, or try the other web install link.

I just added Debts to Pay. I'll add Arda I next.

Anything else anybody wants in the next version? Other than homesteads? :)

I'm a few pages behind, so apologies if its already been addressed, but will manual adjustment of Force Rating be in the next update?

If I'm not mistaken, the manual Force rating feature was to allow FaD specializations to be purchased. However, FaD specializations do not require a Force rating. Only using Force talents requires a Force rating.

I'm in a game right now in which the GM awarded us all a free point of Force Rating instead of a Lightsaber for Knight Level play. (And also to help stress-test high-level Force powers). So my options were to either just leave my Force Rating one point short on my character sheet or (and this is what I did) create a variant Human that started with an inherent FR of 1. It'd be nice to be able to manually tool about with Force Rating for various house rulings like that.

Ogg, any more thoughts on this? I realize that my situation is a bit of an edge case, but I'd really appreciate the feature being included just so I don't have to futz around with a custom species just for a single game.

I realize that I could do this by exporting and importing, but it would be really nice to have a "Save As..." option to save a character to another character slot. Copy seems to only work with what has already been saved, rather than the current version of a character.

I realize that I could do this by exporting and importing, but it would be really nice to have a "Save As..." option to save a character to another character slot. Copy seems to only work with what has already been saved, rather than the current version of a character.

I'm guessing that you're making adjustments to your character just to see what they look like. You can get around this by creating a copy of your character before you start messing with it, then mess with the copy all you want. When you're done, you can just delete the copy.

I'm in a game right now in which the GM awarded us all a free point of Force Rating instead of a Lightsaber for Knight Level play. (And also to help stress-test high-level Force powers). So my options were to either just leave my Force Rating one point short on my character sheet or (and this is what I did) create a variant Human that started with an inherent FR of 1. It'd be nice to be able to manually tool about with Force Rating for various house rulings like that.

Ogg, any more thoughts on this? I realize that my situation is a bit of an edge case, but I'd really appreciate the feature being included just so I don't have to futz around with a custom species just for a single game.

I had to think about it, since I didn't want anything house-ruled as a standard part of the generator. However, what I've done is add a button to the description pane called "GM Grants" that brings up a dialog allowing the GM to just "grant" a character something non-standard. Currently, only the option to give a 1 FR is present. Since most GM's will not want this option available, the button's visibility is controlled by the Options dialog (default to not shown). Additionally, if options were granted, and the grants are then disabled, they'll become disabled in the character as well. If they become re-enabled, then any grants will, again, appear for the character.

I'm debating whether to check for this setting in GM Tools when it creates adversary versions of characters. As it will work now, if a character is saved with the grants disabled, then its adversary version won't have any grants. If the option is enabled/disabled and the character was previously saved with another setting, then it'll use that setting.

The imports for Arda I is finally done. That was a lot of work! I ended up adding the TIE Hunter and the hover pod to the main app data (sourced appropriately, of course), since they're both general ships not tied specifically to the adventure. The other profiles will be in a data set.

Dude... long time no see, but I gotta say... You really need a new thread.

I'm in a game right now in which the GM awarded us all a free point of Force Rating instead of a Lightsaber for Knight Level play. (And also to help stress-test high-level Force powers). So my options were to either just leave my Force Rating one point short on my character sheet or (and this is what I did) create a variant Human that started with an inherent FR of 1. It'd be nice to be able to manually tool about with Force Rating for various house rulings like that.

Ogg, any more thoughts on this? I realize that my situation is a bit of an edge case, but I'd really appreciate the feature being included just so I don't have to futz around with a custom species just for a single game.

I had to think about it, since I didn't want anything house-ruled as a standard part of the generator. However, what I've done is add a button to the description pane called "GM Grants" that brings up a dialog allowing the GM to just "grant" a character something non-standard. Currently, only the option to give a 1 FR is present. Since most GM's will not want this option available, the button's visibility is controlled by the Options dialog (default to not shown). Additionally, if options were granted, and the grants are then disabled, they'll become disabled in the character as well. If they become re-enabled, then any grants will, again, appear for the character.

I'm debating whether to check for this setting in GM Tools when it creates adversary versions of characters. As it will work now, if a character is saved with the grants disabled, then its adversary version won't have any grants. If the option is enabled/disabled and the character was previously saved with another setting, then it'll use that setting.

This should be where the option for allowing armor soak to stack should be. As it is not supposed to stay but does in your program.

I'm in a game right now in which the GM awarded us all a free point of Force Rating instead of a Lightsaber for Knight Level play. (And also to help stress-test high-level Force powers). So my options were to either just leave my Force Rating one point short on my character sheet or (and this is what I did) create a variant Human that started with an inherent FR of 1. It'd be nice to be able to manually tool about with Force Rating for various house rulings like that.

Ogg, any more thoughts on this? I realize that my situation is a bit of an edge case, but I'd really appreciate the feature being included just so I don't have to futz around with a custom species just for a single game.

I had to think about it, since I didn't want anything house-ruled as a standard part of the generator. However, what I've done is add a button to the description pane called "GM Grants" that brings up a dialog allowing the GM to just "grant" a character something non-standard. Currently, only the option to give a 1 FR is present. Since most GM's will not want this option available, the button's visibility is controlled by the Options dialog (default to not shown). Additionally, if options were granted, and the grants are then disabled, they'll become disabled in the character as well. If they become re-enabled, then any grants will, again, appear for the character.

I'm debating whether to check for this setting in GM Tools when it creates adversary versions of characters. As it will work now, if a character is saved with the grants disabled, then its adversary version won't have any grants. If the option is enabled/disabled and the character was previously saved with another setting, then it'll use that setting.

Awesome, sounds like the perfect implementation! Thanks so much!

Can't wait for the new update! :)

The imports for Arda I is finally done. That was a lot of work! I ended up adding the TIE Hunter and the hover pod to the main app data (sourced appropriately, of course), since they're both general ships not tied specifically to the adventure. The other profiles will be in a data set.

Does this mean a new update soon? Thanks for all your hard work!

I have an error when trying to install

An error occurred trying to download 'https://googledrive.com/host/0By-yXsdOqLIxYmdSdWMxQUtKUzg/SWCharGen/SWCharGenLauncher.application'.

See the setup log file located at 'C:\Users\CELEBN~1\AppData\Local\Temp\VSDCCDF.tmp\install.log' for more information.

It'ts not letting me download the files. Anyone have any idea on how to fix this?

Also, the install log just says something about Microsoft framework but I updated my framework to the latest version and it's still not working.

Thank you

It's just having an issue trying to download part of the install. It could be an internet glitch, or a problem with Google Drive. Try installing again a bit later, or try the other web install link.

Thank you for your reply.

I have tried google drive web install several different times and I tried the one for drop box and I am still having no luck. Any other suggestions?

The imports for Arda I is finally done. That was a lot of work! I ended up adding the TIE Hunter and the hover pod to the main app data (sourced appropriately, of course), since they're both general ships not tied specifically to the adventure. The other profiles will be in a data set.

Does this mean a new update soon? Thanks for all your hard work!

Soon :) I'm updating the documentation right now to reflect the more visible changes. I'm done with all the changes for this version, so after I do a build, I'll do some testing. Once it's tested, I'll release it. Hopefully tomorrow, but if not, then Monday.

I have an error when trying to install

An error occurred trying to download 'https://googledrive.com/host/0By-yXsdOqLIxYmdSdWMxQUtKUzg/SWCharGen/SWCharGenLauncher.application'.

See the setup log file located at 'C:\Users\CELEBN~1\AppData\Local\Temp\VSDCCDF.tmp\install.log' for more information.

It'ts not letting me download the files. Anyone have any idea on how to fix this?

Also, the install log just says something about Microsoft framework but I updated my framework to the latest version and it's still not working.

Thank you

It's just having an issue trying to download part of the install. It could be an internet glitch, or a problem with Google Drive. Try installing again a bit later, or try the other web install link.

Thank you for your reply.

I have tried google drive web install several different times and I tried the one for drop box and I am still having no luck. Any other suggestions?

Do you already have it installed? If so, all you need to do is run the program and it'll figure out whether or not to download an update.

Posted by mistake with my fat thumbs on a small phone.

I'll just add I'm excited for the update. Hopefully we see it tomorrow so I can print a brand new sheet for my session on Saturday. :)

Edited by rowdyoctopus

Sorry if this has been asked before, but it is now an awesomely LONG thread.

In the GM tools, when building encounters, is there a way to add equipment/talents to an adversary, without having to make a custom copy of the adversary? I see that I can add an alternate name to them, but it would be great to be able to add other stuff on the fly.

For example, in encounter one I can add a stormtrooper minion group, but I want them to also be equipped with missile tubes and have the encounter printout list the stats and such as appropriate.

In encounter two, I have a nexu but I want to add adversary 1 to him or add a few talents to up his wounds.

Sorry if this has been asked before, but it is now an awesomely LONG thread.

In the GM tools, when building encounters, is there a way to add equipment/talents to an adversary, without having to make a custom copy of the adversary? I see that I can add an alternate name to them, but it would be great to be able to add other stuff on the fly.

For example, in encounter one I can add a stormtrooper minion group, but I want them to also be equipped with missile tubes and have the encounter printout list the stats and such as appropriate.

In encounter two, I have a nexu but I want to add adversary 1 to him or add a few talents to up his wounds.

Short answer: No, you'd need to copy the adversary and adjust anything about them you want to be different.

One thing I did, I had some Rodian thugs who used melee weapons and some who used ranged weapons. I just put both weapons and both skills on the Adversary when I created it. So I only needed one stat block, I could just use whichever weapon they needed to have.