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DFRPG / Re: DFRPG Character Creator/Manager
« on: November 19, 2010, 08:32:59 AM »
I just wanted to complement you on your work on this software tool. Nice job.
I have a observation about the way you have implemented support for shapeshifting abilities.
Looking at the Vol 1 rules and the example characters with shapeshifting abilities in Vol 2, I think you may have misinterpreted how skills may be reshuffled between human and the alternate forms. The section concerning skill shuffling (or alternate skill sets)...
My interpretation, supported by descriptions/notes associated with sample shapeshifting characters:
I would rather rely on the GM ensuring that the rules were followed versus the software trying to do so. This would provide maximum flexibility and minimum pain. It would be as simple as providing an alternate skill panel (tabbed panel area?) for shapeshifting characters that would implement the normal skill level assignment rules. It would then accommodate the exceptions that may be allowed by a GM - the human set may have a classic pyramid arrangement of skill levels while the were-animal form could be quite different arrangement of skill levels. The total number of skills available to each form might then be slightly different (if the GM thought it made sense).
Just something for your consideration.
I do really like the way you have implemented everything else.
I have a observation about the way you have implemented support for shapeshifting abilities.
Looking at the Vol 1 rules and the example characters with shapeshifting abilities in Vol 2, I think you may have misinterpreted how skills may be reshuffled between human and the alternate forms. The section concerning skill shuffling (or alternate skill sets)...
Quote
Skill Shuffle. You may shuffle around your skills
for a different configuration while changed
(using the same number of skill points and
following the same rules as during character
creation, page 65), so long as any knowledge
or social skills are not given a higher value
by the change.
My interpretation, supported by descriptions/notes associated with sample shapeshifting characters:
- The set of skills remains constant.
- Some skills go up, some skills go down. Knowledge & social ones are restricted from increasing, but can decreased.
- Some skill may become useless for gameplay purposes, but that is dependent on the alternate (i.e., Were) form involved. As an example: many were-animals would be hard pressed to use their guns skill.
But does it drop to +1? or +0? GM's call of course.
- One could argue that one could have the knowledge aspects of a particular skill retained as a were-animal, but not be able to achieve the same level of physical prowess associated with the skill due to physical dexterity limitations. Examples: guns, driving, etc.
- The only limit is the skill hierarchy needs to be a legal configuration built normally, per page 65.
I would rather rely on the GM ensuring that the rules were followed versus the software trying to do so. This would provide maximum flexibility and minimum pain. It would be as simple as providing an alternate skill panel (tabbed panel area?) for shapeshifting characters that would implement the normal skill level assignment rules. It would then accommodate the exceptions that may be allowed by a GM - the human set may have a classic pyramid arrangement of skill levels while the were-animal form could be quite different arrangement of skill levels. The total number of skills available to each form might then be slightly different (if the GM thought it made sense).
Just something for your consideration.
I do really like the way you have implemented everything else.