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Doctor Who RPG

SAbel

Well-known member
Hey All,
Happy Holidays
I just recieved the Dotor Who RPG a my Door Step I have only thumbed through the books at this time but is anyone else looking forward to this or thinking of working on programing this system? I can not even think what it would entail until I have at least read the rules but I thought that maybe someone out there has already looked it over and maybe has started this one.

Just hopeing
 
Okay I am nuts So I ve started.
How do I have skills without a limit (skeleton is set to 10) but have attributes cap at 6, with the rare occasion that allows the attribute to go higher (if you are playing a Time Lord for example or an Alien).
I am in the traits.str Line 39 is the set for making max limit, but it applies to both Abilities and Skills, is there a way to seperate them?
 
Okay so here is what I have done (after putting it in the wrog place in line 3 times)
in the traits.str file I have added and altered the following lines 172-187

<!-- Skills have No Maximum trait value -->
<eval index="1" phase="Initialize" priority="3000"><![CDATA[
field[trtMaximum].value = 50
]]></eval>

<!-- Track the skill on the actor -->
<eval index="2" phase="Setup" priority="5000"><![CDATA[
perform forward[Skill.?]
]]></eval>

<!-- Each skill point that is allocated by the user costs 1 CP -->
<eval index="3" phase="Traits" priority="10000">
<before name="Calc resLeft"/>
<after name="Bound trtUser"/><![CDATA[
~if this skill is not added directly to the hero (i.e. an advance), skip it entirely
doneif (origin.ishero = 0)
This allows the skill to be max at 50 (even though there is no limit I do not see anyone having a skill that high)
Thank you Mathias
 
Next I will attempt to limit the attributes to 6 unless the character is an alien. So in the Wiki I found this that should help me set the Alien level. Wiki ref Creature Specification (Savage).

Now I believe that I can add these into the trait.str file under attributes but let me know if I am wrong please.

<eval index="3" phase="Initialize" priority="3000"><![CDATA[
~1-6 for traits
~Note: Aliens can exceed max value, so let the maximum go to 10.
field[trtMinimum].value = 1
if (hero.tagis[Hero.Alien] <> 0) then
field[trtMaximum].value = 10
else
field[trtMaximum].value = 6
endif
]]></eval>

<eval index="5" phase="Traits" priority="8000">
<before name="Calc trtNetRoll"/><![CDATA[
~for Alien with a attribute greater than 6,
if (hero.tagis[Hero.Alien] <> 0) then
if (field[trtUser].value > 6) then
field[trtRoll].value = field[trtUser].value - 6
endif
endif
]]></eval>

Now I believe this will handle the character correctly if the I have Race as alien, unless I need to some how tag the hero in another way. I will not put this in until I get a that looks good from someone who knows. :)
Until then I will make race Human and Race Alien, I shall also place a forced tag in for race that sets Human or Alien incase it is need to make these scripts work.

Thanks again Sean
 
Okay I have another thought can I just modify the following Race script to remove the limits on Attributes or would it be easier as Aliens are added to the game to just make it so that they auto add the bonus. If they auto add will it allow the start to go over the max value?

<eval value="1" phase="PreTraits" priority="5000">
<before name="Calc trtFinal"/><![CDATA[
~apply whatever adjustment(s) are needed here
~hero.child[resAbility].field[resMax].value += 1
~#traitbonus[attrSam] += 1
]]></eval>
 
Here's a suggestion I have for the bound script on trtUser. Instead of setting the maximum for skills to 50 (a number well beyond what you expect to be used), I prefer to not set a maximum.

Here's the bound script on trtUser from the Skeleton files:

Code:
<!-- Bound the user value to the limits established for the trait -->
<bound phase="Traits" priority="1000" name="Bound trtUser">
  <before name="Calc trtFinal"/><![CDATA[
  @minimum = field[trtMinimum].value
  @maximum = field[trtMaximum].value
  ]]></bound>

Here's what I modified that to in Cortex and in project Q:

Code:
<!-- Bound the user value to the limits established for the trait -->
<bound phase="Traits" priority="1000" name="Bound trtUser">
  <before name="Calc trtFinal"/><![CDATA[
  @minimum = field[trtMinimum].value
  if (field[trtMaximum].value <> 0) then
    @maximum = field[trtMaximum].value
    endif
  ]]></bound>

(That was the first step I did - I've added more complex behaviors to that bound script since then).

So, you'll note that trtMaximum in the skeleton files has a defvalue="10". Delete that, and the defvalue will revert to being 0. So, if nothing else sets a defvalue, there will be no maximum bound. Your attributes can then set the appropriate maximum for themselves, and the skills don't need to do anything, because you want them to stay at an unlimited maximum.
 
Last edited:
You'll need to tell me what trtRoll is first, before I can answer your question in post #5. I don't understand why a trtUser value of 6 doesn't set a trtRoll value, but a trtUser value of 7 has a trtRoll of 1.

Is #6 an attempt to get around the trtMaximum for aliens by adding bonuses to the value? I'd recommend changing the maximum instead.
 
<eval index="5" phase="Traits" priority="8000">
<before name="Calc trtNetRoll"/><![CDATA[
~for Alien with a attribute greater than 6,
if (hero.tagis[Hero.Alien] <> 0) then
if (field[trtUser].value > 6) then
field[trtRoll].value = field[trtUser].value - 6
endif
endif
]]></eval>

I am not sure that I needed this I thought that it was part of the Eval to make the other script work (I got both from the wiki page, so I thought that they belong together).
 
Hey Mathias,
Happy New year :)
the wiki page is; Creature Specification (Savage); in the "Internal Approach" section which I was attempting to use to fill the needed eval but I do not need Dtypes since the Doctor Who game is based on D6 only. Attributes are rated 1 and up, the game system works with Attribute + Skill +(modifiers that apply) + 2D6 = result VS a DC number. Humas have attributes that are set between 1 - 6 with average of a 3, Aliens (such as Time Lords) start with a bonus to Attibute (S) and may exceed the "human limits" of 1 to 6.
 
Okay Working in Doctor Who I have run into two stumbles.

1. Skills are all listed on the character sheet there is only 12 (like in 4E/3.5 ect) but once a skill is brought to level 3 (bought with CPs @ 1 CP/ skill level) the Player has the options to add a(n) Area of Expertise[AoE] (or multiples) this cost is 1 CP per Area of Expertise, at creation and AoE is used defined Example Skill Medicine could have an AoE of Doctor, or Disease, Wounds ect. So I am not sure how to achieve this one.
I have the skills in. I have them working for CPs. I have no clue how to set up the Areas of Expertise let alone allowing multiples. This is a suggested option but may be turned of by the GM (something that would need to be allowed in the clipboard options but that is for later I would think, still looking ahead)

2.The game has Traits (defined as talents, hang-ups and abilities) Traits come in 2 major groups Good and Bad, they have 3 catagories which define the cost of the Trait.
Minor, Major & Special.

Minor = +/- 1 CP (good/bad)
Major = +/- 2 CP (good/bad)
Special= various CP and they can reduce the characters story points maximum.
*** Story points is a set number for all characters = 12 points, but these points are effected by characters design AKA if your alien you may have less b/c you get special attributes/skills/ or gear to start or some special traits reduce your story points. Story points are spent durning the game to effect dice rolls, find clues, alter the game to help the players (and some NPCs).

I have the tab_abilities.dat/ thing_abilities.dat for Traits I have created tag groups for the Traits as follows
<identity group="GoodTrait"/>
<identity group="BadTrait"/>
<identity group="Minor"/>
<identity group="Major"/>
<identity group="Special"/>
I am having a problem with Traits(aka abilites) working off of character points. I have them adding/ subtracting but they only add to the "special Abilites" amount not CPs I am stuck in the area of having abilities cost go to the CP amount instead of the defult "ablilities/special abilities" amounts. I have looked at the Wiki in referance to Hindrances but did not think I need the seperation of Hinderances/Edges from abilities but maybe I am wrong.
Example of Trait (aka Ability)
<thing
id="abAnimalFr"
name="Animal Friendship"
compset="Ability"
isunique="yes"
description="Description goes here">

<tag group="GoodTrait" tag="Ability"/>
<tag group="Minor" tag="Ability"/>

<eval index="1" phase="Setup" priority="5000"><![CDATA[
#resmax[resAbility] += field[abiMajor].value - 1
]]></eval>

</thing>

The hardest part is going to be the special Examples are "Time Agent" cost = 2 CP and 2 Story points, or "Experienced" = 3 Story points but the character gains +2 CP and +2 Skill points, and some are multiples "Cyborg" = 1-3 CP user choice.
I am open for any help here.

I figure I am going to have to add Story Points maybe removing PP and converting that area.

*** Oh yea PS I forgot this stumble block (probably sub-consciences) The dame has not Hit Points! you take damage to your attributes, altering them during the combat and for recovery time after (another use of Story Points) so damage would have to be delt to those without really removing the Abilities. Of Course heres a Good one Init is done by your actions in order with ties going to attributes, Talkers, Movers, Doers, Fighters :) interesting hun? Okay thats all for tonight Work in the early AM which starts out with a big meeting Yummy
 
Mathias back in post 7 you gave me a bound script for the Traits.str file which I have in but I am not sure how/ what to do with this eval that I have in place, which limited skills to 50 (a lvl I do nt think anyone would hit) how should I mod it or do I just drop it?

<!-- Skills have No Maximum trait value -->
<eval index="1" phase="Initialize" priority="3000"><![CDATA[
field[trtMaximum].value = 50
]]></eval>
Thanks Sean
 
I'll come back to item 1 (specialized skills branch off at a certain point) when I have more time to write. It's do-able, but it'll take a bit of time to explain thouroughly. In the meantime, open up the Cortex files in HeroLab (even if you haven't purchased that system, use them in demo mode). Their skill system uses the same mechanic, so you'll want to study the results, so you know what you're trying to duplicate.

You shouldn't create identity groups to identify characteristics of things. If you create an identity group, EVERY instance of the thing has that tag - so how are you going to identify that THIS is a good trait, and THAT is a bad trait, when both of them have both identity tags. Instead, use tags created in the tags.1st file.

<group
id="TraitHelp">
<value id="Good"/>
<value id="Bad"/>
<value id="Major"/>
<value id="Minor"/>
<value id="Special"/>
</group>

Again, study the Cortex files. Their traits seem to work very similarly. You'll probably want to break good and bad traits into separate components with a common shared component, as is doe in the Cortex files.

I'll come back to the rest of your questions when I have more time.

For the future, you really need to break your questions up into multiple threads. ONE question per thread. These huge threads for all three of the game systems you're pursuing are becoming hard to track.
 
Another note - the Authoring Kit forum is for questions relating to how to use the authoring kit, or create a game system with it. This is the User Projects forum, which is more for users to use when coordinating their efforts, or annoucing their files.
 
Okay I shall make a new spot in the User Forum for this. I have removed the Tags and made the Traithelp group now
 
More thread necro. I've got a set of data files for this game almost ready for testing if anyone is interested. Will post here.
 
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