That is correct. Advancement and character creation are treated mostly the same, at least in regards to the cost for skill advancement. There are broad skills and specialty skills and each of them is tied to one of the six ability scores. A player has to buy the broad skill at a one time cost before they can buy the specialty skills. A specialty skill costs some base for rank one and then each subsequent rank costs previous cost + 1.
For example, Ranged Weapons, Modern, the broad skill, costs six points and once they have that, they can the purchase the specialty skills under it, which are Pistol, Rifle and SMG for four points (each) for rank one, five points for rank two, six points for rank three, etc.
Alternity has a concept of levels but it's just a way to accrue skill points and then spend them once you have more than a few. (I think the idea was to be able to advance a couple of skills and see more progression, similar to a level in DND/PF, rather than only one skill increasing.) So, by the base rules, you have to accrue so many points before you can spend them. No matter when you buy rank two in Pistol, creation or advancement, it costs five points, whether skill or xp.
Alternity also has Perks and Flaws. In a way, these can be thought of as Feats. You either have them or don't. At creation, you can't have more than three of either. Perks cost skill points and Flaws give points. In advancement, you are limited to the Perks you can buy and their cost is different. To buy off a Flaw, it costs twice the points the Flaw gave. (I assumed I could do an advancement field value for the cost of Perks, setting it to zero if it's not allowed. If needed I could do the cost to buy off the Flaw.)
Now for the base rules, I should be tracking points gained from sessions separately from starting points. I was thinking to use the XP mechanic for this purpose. Again, there are "levels" and I could then compare the XP gained to a chart (not sure if it reduces to a formula yet) to give the "level" of the character. But I could also use XP as the points to buy broad skills or ranks since it's one to one, XP to skill points.
The screen attachment shows my skill page. Skills colored blue were either bootstrapped as free or added as an advancement. The advancement screen works. Under Vehicle Operation, I added the new specialty skill Land Vehicle via advancements and I added two ranks to it and it's showing up just fine, all the way to the character sheet. I get the error I listed before about the linkage pick not located for the current context. Again, I think that's because as a gizmo (is that correct) it's not linked to anything?
Furthermore on the skill screen, the skills are showing up properly. Specialty skills have an incrementer but broad skills do not. And I can increase skills here in advancement mode by the incrementer. If I do so on skills that were added with skill points, it costs skill points and then shows they are over in skill points. If I increase a skill added via advancement, they don't cost skill points. All of that is as expected at the moment.
This then brings up how advancements should be done. Should I have them do everything via the advances tab? There are rules that no skill can go up more than one rank per "level". So, increasing a skill one rank at a time, and then having a journal for it, is not bad at all. But it would seem to do that cleanly, I should then remove the incrementers if they go into advancement mode on the skill screen. And then I also need the linking to occur on gizmos to ability scores or I get errors.
The other option would be to let them just use the incrementers and not advancements.
In either case, though, I need to know they are in advancement mode to know to pull the cost from xp, and show what xp they have spent or not, instead of the starting skill points.
(There is more to it than this and while I'm not an expert at Hero Lab, I have an idea of what to do. I usually just need a starting point. For example, if they don't use up all starting skill points (such as they have two skill points left and nothing costs that), then when they go to advancement, I would need to add unused skill points to xp. Although I would have to track it differently with regards to level but it would act the same way. Not sure at this moment how to do it but that is how it would work.)
The other question I had, then, was whether I should track advancements on trtUser, which is where I'm putting skill points now, or if I should use something different, such as trtBonus? I could see where that would help me to track costs? Or will that just make the formulas complicated with no added help to me?
Hmm. Okay, I just noticed something. Having open the Pick Fields debug screen, the advancement is adding to trtBonus and trtUser but the incrementer only adds to trtUser? Is that correct default behavior? Does it only take the max of trtUser or trtBonus? Or does it add trtBonus into trtUser and then just use trtUser?
So, hopefully this was clear and concise enough. That's what I'm trying to do with advancements at least with regards to skills and perks and flaws. What are your thoughts on this?
Thanks for the help!
edg
For example, Ranged Weapons, Modern, the broad skill, costs six points and once they have that, they can the purchase the specialty skills under it, which are Pistol, Rifle and SMG for four points (each) for rank one, five points for rank two, six points for rank three, etc.
Alternity has a concept of levels but it's just a way to accrue skill points and then spend them once you have more than a few. (I think the idea was to be able to advance a couple of skills and see more progression, similar to a level in DND/PF, rather than only one skill increasing.) So, by the base rules, you have to accrue so many points before you can spend them. No matter when you buy rank two in Pistol, creation or advancement, it costs five points, whether skill or xp.
Alternity also has Perks and Flaws. In a way, these can be thought of as Feats. You either have them or don't. At creation, you can't have more than three of either. Perks cost skill points and Flaws give points. In advancement, you are limited to the Perks you can buy and their cost is different. To buy off a Flaw, it costs twice the points the Flaw gave. (I assumed I could do an advancement field value for the cost of Perks, setting it to zero if it's not allowed. If needed I could do the cost to buy off the Flaw.)
Now for the base rules, I should be tracking points gained from sessions separately from starting points. I was thinking to use the XP mechanic for this purpose. Again, there are "levels" and I could then compare the XP gained to a chart (not sure if it reduces to a formula yet) to give the "level" of the character. But I could also use XP as the points to buy broad skills or ranks since it's one to one, XP to skill points.
The screen attachment shows my skill page. Skills colored blue were either bootstrapped as free or added as an advancement. The advancement screen works. Under Vehicle Operation, I added the new specialty skill Land Vehicle via advancements and I added two ranks to it and it's showing up just fine, all the way to the character sheet. I get the error I listed before about the linkage pick not located for the current context. Again, I think that's because as a gizmo (is that correct) it's not linked to anything?
Furthermore on the skill screen, the skills are showing up properly. Specialty skills have an incrementer but broad skills do not. And I can increase skills here in advancement mode by the incrementer. If I do so on skills that were added with skill points, it costs skill points and then shows they are over in skill points. If I increase a skill added via advancement, they don't cost skill points. All of that is as expected at the moment.
This then brings up how advancements should be done. Should I have them do everything via the advances tab? There are rules that no skill can go up more than one rank per "level". So, increasing a skill one rank at a time, and then having a journal for it, is not bad at all. But it would seem to do that cleanly, I should then remove the incrementers if they go into advancement mode on the skill screen. And then I also need the linking to occur on gizmos to ability scores or I get errors.
The other option would be to let them just use the incrementers and not advancements.
In either case, though, I need to know they are in advancement mode to know to pull the cost from xp, and show what xp they have spent or not, instead of the starting skill points.
(There is more to it than this and while I'm not an expert at Hero Lab, I have an idea of what to do. I usually just need a starting point. For example, if they don't use up all starting skill points (such as they have two skill points left and nothing costs that), then when they go to advancement, I would need to add unused skill points to xp. Although I would have to track it differently with regards to level but it would act the same way. Not sure at this moment how to do it but that is how it would work.)
The other question I had, then, was whether I should track advancements on trtUser, which is where I'm putting skill points now, or if I should use something different, such as trtBonus? I could see where that would help me to track costs? Or will that just make the formulas complicated with no added help to me?
Hmm. Okay, I just noticed something. Having open the Pick Fields debug screen, the advancement is adding to trtBonus and trtUser but the incrementer only adds to trtUser? Is that correct default behavior? Does it only take the max of trtUser or trtBonus? Or does it add trtBonus into trtUser and then just use trtUser?
So, hopefully this was clear and concise enough. That's what I'm trying to do with advancements at least with regards to skills and perks and flaws. What are your thoughts on this?
Thanks for the help!
edg