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Character Generation [technical/theoretical]
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<blockquote data-quote="Archimedes" data-source="post: 343395" data-attributes="member: 5281"><p>Yes, a rule that modifies a rule. That’s not the only one, as you’ll find more like that in the splat books. You can have stats depending on rules that depend on other rules. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>For building character generators, I’d use a programming language that treats methods as first class objects. In such languages you can replace the methods of individual instances on the fly. For example; switching out how aging works based on some other change. Of course, I think we’re still keeping with this having to be data driven.</p><p></p><p>Yes, it’s complex, but it could get worse. It’s not obvious to me how anyone would handle a situation like this in Java without resorting to a long parade of conditional statements, one of the things I’d most want to avoid when writing something like a data driven character generator. Peter, what language are you programming this in?</p><p></p><p></p><p></p><p>Yes, a program would have to spot something like changing your race back to ‘None’ or to some race other than “elf”. The Observer pattern can be made to cover this or most other cases where you need to keep coupling loose but communications open.</p><p></p><p>Now, removing “elf” from the database (whatever form that database may take) and thus from the rules of the game entirely without going through the program is a whole other matter. I’d prefer for the program to throw an error in that case and warn the user that they’ve ruined the underlying data.</p><p></p><p>Sam</p></blockquote><p></p>
[QUOTE="Archimedes, post: 343395, member: 5281"] Yes, a rule that modifies a rule. That’s not the only one, as you’ll find more like that in the splat books. You can have stats depending on rules that depend on other rules. :) For building character generators, I’d use a programming language that treats methods as first class objects. In such languages you can replace the methods of individual instances on the fly. For example; switching out how aging works based on some other change. Of course, I think we’re still keeping with this having to be data driven. Yes, it’s complex, but it could get worse. It’s not obvious to me how anyone would handle a situation like this in Java without resorting to a long parade of conditional statements, one of the things I’d most want to avoid when writing something like a data driven character generator. Peter, what language are you programming this in? Yes, a program would have to spot something like changing your race back to ‘None’ or to some race other than “elf”. The Observer pattern can be made to cover this or most other cases where you need to keep coupling loose but communications open. Now, removing “elf” from the database (whatever form that database may take) and thus from the rules of the game entirely without going through the program is a whole other matter. I’d prefer for the program to throw an error in that case and warn the user that they’ve ruined the underlying data. Sam [/QUOTE]
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