Member
Join Date: May 2010
Posts: 49
|
Am I correct this is the amount of impact on Edges caused by selecting the race and receiving the associated traits?
|
#1 |
Senior Member
Join Date: Nov 2010
Location: Metairie, LA, USA
Posts: 1,819
|
Sort of. Look at "Making Races" (my PDF copy has it on p. 22 of SWDX) It's that point cost associated when making a race, I believe.
Lenny Zimmermann Metairie, LA, USA Data files authored (please let me know if you see any issues with any of these if you have/use them): Official (In the downloader) 50 Fathoms, Deadlands: Hell On Earth, Deadlands: Noir, East Texas University, Necessary Evil (requires Super Powers Companion), Pirates of the Spanish Main, Space 1889 (original file by Erich), Tour of Darkness, Weird War II, Weird Wars: Rome Coming Eventually Evernight (LWD has completed their review but I have some fixes to make first... although Pinnacle mentioned this might get an overhaul to SWADE so I may just wait for that first. If you just HAVE to have this now, though, just PM me) |
#2 |
Member
Join Date: May 2010
Posts: 49
|
Yah, those are the benefit / debt associated with the naturally associated properties of a race. In World of the Dead, they have race with mutations - so in char generation the player can pick +3, +2, +1, -1, -2 and -3 Traits as long as they balance to 0. This is outside of normal Hindrance / Edge balancing.
I was looking at this as maybe that kind of thing baked in, but it appears to be calculated when the race is selected. I think I am going to approach this by making these only available at creation time and scripting refunds of edge / Hindrance counts for these specific racial hindrance / edges. I would also have to scipt padding the cost for the +3, -3. I would appreciate input on my approach. Does this sound like the best way to approach this? Has anyone dealt with this issue before? Another possible approach would be bootstrapping the racial abilities to the special hindrance / edges, giving them zero cost and if its possible forcing the system to recalculate the race cost. Is that doable? Does either method sound easier? |
#3 |
Senior Member
Join Date: Nov 2010
Location: Metairie, LA, USA
Posts: 1,819
|
My first thought would be something along the lines of setting up the Edges and Hindrances with a pre-cursor their name, like "Mutation: Agile", "Mutation: Obese" or something like that. Then you'd need to set up a tag that you are adding to or subtracting from and just giving an error if the tag is not equal to 0. The specific code to do that is not something I can think of off the top of my head, though. I'd have to play with it (and maybe I can do some of that tomorrow.) But if you do play with it and come up with something do let us know!
Lenny Zimmermann Metairie, LA, USA Data files authored (please let me know if you see any issues with any of these if you have/use them): Official (In the downloader) 50 Fathoms, Deadlands: Hell On Earth, Deadlands: Noir, East Texas University, Necessary Evil (requires Super Powers Companion), Pirates of the Spanish Main, Space 1889 (original file by Erich), Tour of Darkness, Weird War II, Weird Wars: Rome Coming Eventually Evernight (LWD has completed their review but I have some fixes to make first... although Pinnacle mentioned this might get an overhaul to SWADE so I may just wait for that first. If you just HAVE to have this now, though, just PM me) |
#4 |
Senior Member
Volunteer Data File Contributor
Join Date: Aug 2009
Posts: 1,550
|
I'm not sure I understand the initial question...
_ Currently In Development: Savage Pathfinder, SWADE Fantasy Companion Future Development: SWADE Super Powers Companion, SWADE Sci-Fi Companion _ Currently Running: Savage Unity Inc. (homebrew multiverse theme) Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane Future Setting Files: Savage Judge Dredd |
#5 |
Member
Join Date: May 2010
Posts: 49
|
I was putting forth that I believe the Racial Edge point cost of racial properties is used to generate a net gain or loss of edge points from selecting a race. Some races "cost" edge points because they come with features. Conceivably a race could give bonus edge points if there were a lot of negative racial properties.
|
#6 |
Senior Member
Volunteer Data File Contributor
Join Date: Aug 2009
Posts: 1,550
|
That number is meant to allow the Race to be balanced as far as goods and bads. It does not relate to Edge points or anything similar. A normal Race should have a total of +2. This equates to Humans getting a Free Edge, which costs +2 points for a single Edge. It's to allow any benefits to be offset by deficits.
_ Currently In Development: Savage Pathfinder, SWADE Fantasy Companion Future Development: SWADE Super Powers Companion, SWADE Sci-Fi Companion _ Currently Running: Savage Unity Inc. (homebrew multiverse theme) Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane Future Setting Files: Savage Judge Dredd |
#7 |
Member
Join Date: May 2010
Posts: 49
|
Ahh so it doesn't actually impact them? Cool thanks!
|
#8 |
|
|