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I was wondering in the Savage World's editor what is the difference between a Racial ability and a racial property?
Salcor |
#21 |
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If you compare them you'll see that Racial Properties have a field for "Racial Edge Point Cost" which, when used with building a Race in the Editor, should show the final "Racial Properties Total" when choosing a Race with the Character Builder side of Hero Lab. Not all races were done that way or were built with a mix of Properties and Abilities so the totals, when shown, aren't always what they should be (it should be +2 for a balanced race if I remember correctly).
Outside of that, however, I'm not sure there is much of a difference. Personally I generally try to use Racial Properties for abilities used in creating races and Racial Abilities for what would otherwise be referred to in the books as Monstrous Abilities. I THINK it may also be true that if you create a "Creature" character type in the character builder (as opposed to a PC or NPC) only those things listed as Racial Abilities show up as selectable on the Abilities tabs and not Racial Properties, which would further reinforce the preference I try to follow above. 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) |
#22 |
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Cool, thanks for the info.
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#23 |
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The difference is that the Racial Properties were designed for use with the Race Building system Savage Worlds uses now, originally from the Fantasy Companion. They are used on PC and NPC (non-Creature) characters.
Racial Abilities are for Creatures, and show in the Abilities tab under the Monstrous Abilities header. Actually apples and oranges... you basically have one or the other for a given character. _ 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 |
#24 |
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I have used the racial property cost to balance races if people want to play with races that have a variable cost.
One thing that has made Humans cool was that in Hellfrost I removed the free edge and gave them 2 reward point. I had never seen so many Humans in one party. Evil wins because good rolls poorly .... or the players are not paying enough attention to the game. |
#25 |
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Necroing this, could you elaborate on this a bit CC? I just looked over a couple, and they each seem to be .zips that contain an index file, a herolab folder, a set of .xml files and a set of .txt files. That seems a bit more complicated than a typical .por file.
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#26 |
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CC would have to comment on his meaning, but I'm pretty sure your right that .stock files are not, inherently, portfolio files (although I suppose they could contain portfolios). I think they are a zipped collection of files usually mean to be similar to a .hl file, often containing what we usually work with as .1st and .user files. I could be completely wrong about that, of course, but that's what I think they essentially are.
I also pointed to a link in an earlier post which talks about a stock file being a form of collected portfolio file (http://hlkitwiki.wolflair.com/index....olios_(Savage)) One of the things it says there, though, about how .stock files are, presumably, just porfolios is the following: Quote:
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) Last edited by zarlor; February 11th, 2017 at 02:53 PM. |
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#27 |
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That wiki page seems to be missing, Zarlor. However, I found your earlier link, and it seems to be good.
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#28 |
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I just copied and pasted it straight from the page while I was on it: http://hlkitwiki.wolflair.com/index....olios_(Savage)
Or here is its reformatted as embedded if that helps? Edit. Yep, it looks like only the embedded version works right. I think it misses the extra parenthesis at the end when just pasted for some reason. And I've fixed it in the previous post as well. 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) Last edited by zarlor; February 11th, 2017 at 02:54 PM. |
#29 |
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Went and looked this over; I guess these could be multi-character .por now that I do a comparison. I'll have to put one together and rename it and see if anything looks different, but I suspect it was just I'd never actually looked at a regular .por in an editor before and didn't realize quite how many moving parts they have.
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#30 |
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