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SeeleyOne
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Join Date: Nov 2009
Posts: 891

Old September 1st, 2012, 02:08 PM
I am attaching a data file that has it so that Size is listed as a derived attribute. A Small-Folk would show up as a -1. It also adjusts the Toughness for you, and it has two stacking skill modifiers (which show up like Charisma modifiers for Persuasion, and are therefore not actually printed out). One is a modifier to Stealth skill, where a negative Size grants a bonus, and the other is Intimidation, where a positive Size acts as a bonus.
Attached Files
File Type: email Size.user (4.5 KB, 2 views)
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SeeleyOne
Senior Member
 
Join Date: Nov 2009
Posts: 891

Old November 5th, 2014, 07:23 AM
An old thread. Since then I have been using rules as written by Zadmar on the PEG forums. I still use the Stealth/Intimidation modifier. Zadmar had used his Combat Simulator program to determine how tough that size should be and how much it should cost. You can find discussions about it on the PEG forums.

Size is described on SWD 133. Size is listed as a numerical value on the character sheet. As a Racial Cost modifier, each level of Size is equal to its value.


Each level of Size has the following effects:
  • +2 Strength rolls (including Strength-based damage)
  • +2 Toughness
  • +1 Intimidation
  • -1 Stealth
  • Weight Capacity is doubled
Size is a direct modifier to the TN of attack rolls made against the target. A larger creature gives a bonus to hit to smaller creatures, and a smaller creature gives penalty to hit to larger creatures. A size 0 creature has a +2 to hit a Size 2 creature, and a -2 to hit a Size -2 creature. Similarly, a Size 2 creature has a -2 to hit a size 0 creature and a -4 to hit a Size -2 creature (and they get that as a bonus instead against the Size 2 creature).

How I got it to work in Hero Lab is as follows. The timing was decided on before the recent update (thank you!), so it might be possible to change them a bit and have them still work. Either way they still work as shown below.

Size is a derived trait with three Eval scripts. As a derived trait it can be modified by other factors, such as a Racial Property.

Phase Traits
Priority 4000
After Calc trtFinal
Before Derived trtFinal
Code:
~Size is 0 unless overridden by other effects (e.g. edges/hindrances)
      ~Note: We ADD the amount in case other effects have already applied adjustments.
      field[trtBonus].value += 0
Phase Pre-Traits
Priority 5000
Before Calc trtFinal
Code:
    var carry as number
    var multiple as number
    var carrymult as number

    carry = 5
    carrymult = 0
    multiple = field[trtBonus].value

      if (multiple < 0) then
            carrymult = -1 /(multiple * 2)
      elseif (multiple = 0) then
            carrymult = 1
      else
            carrymult = (multiple * 2)
      endif

      if (hero.tagis[Edge.edgBrawny] = 1) then
            carry += 3
      endif

      carry = (carry * carrymult)
      herofield[acLoadMult].value = carry
Phase Traits
Priority 5000
Code:
    var multiple as number
    multiple = field[trtBonus].value

      perform #traitroll[attrStr,+,(multiple * 2),"Size"]
      perform #traitadjust[trTough,+,(multiple * 2),"Size"]
      perform #traitroll[skIntimid,+,multiple,"Size"]
      perform #traitroll[skStealth,-,multiple,"Size"]

Evil wins because good rolls poorly .... or the players are not paying enough attention to the game.
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