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MPHopcroft
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Join Date: Feb 2007
Location: Portland,OR USA
Posts: 140
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Old August 5th, 2009, 01:55 PM
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Originally Posted by rob View Post
Are you going to be at GenCon next week?
Sadly, no. I don't have the funds for that this year -- haven't the last few years. Real shame -- I miss going to GenCon and seeing everybody.

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If so, we've got a number of seminars scheduled where we'll be going through the process of creating data files for different game systems. I think it would answer many of your initial questions.
And obviously there won't be transcripts. Rats.

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In a nutshell, I would use the pips technique and create two separate resources. One resource would track the attribute pips assigned and the second would track the skill pips. The various attributes and skills would have incrementers to adjust them, which will allocate pips to them. I don't know enough about D6, so you might want to auto-add all skills and then adjust them - like attributes - or you might want to let the user choose which ones are added - like they are handled in the Savage Worlds files.
That sounds good. D6 doesn't have universal Attributes for every setting like most RPGs such as Savage Worlds: different campaigns use different attribute sets; however, the number of Attributes is usually standardized (Almost always six, whatever they are, plus the Extranormal attribute that controls things like magic and psi). The core attributes start at 1D (which is taken out of the creation pool) and can go up to 5D if enough pips are spent on them (that's for beginning characters -- starting out more experienced would presumable give you some extra dice).
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