Senior Member
Join Date: Nov 2009
Posts: 891
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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.
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Senior Member
Join Date: Nov 2009
Posts: 891
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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:
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 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 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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