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<blockquote data-quote="Luke" data-source="post: 134997" data-attributes="member: 602"><p>Hi Shane,</p><p></p><p>Other things that augment a character/creature:</p><p>- Racial traits</p><p>- SubRace traits</p><p>- Racial templates</p><p>- Class features</p><p></p><p>In RPM, I have a generic "modifiers" capability. You can define modifiers for races, racial templates, subraces, items, class features, feats, conditions, spells etc</p><p></p><p>I realize that you seem to be more interested in "pre-game" modifiers (as per character sheet geenration), so perhaps spells and conditions don't interest you.</p><p></p><p>Skills don't tend to augment the character. They are more like "actions" that you perform. Augmentations are generally created as feats.</p><p></p><p>The other thing to consider is how the various modifiers inter-relate. You must consider stacking rules, or get possibly bloated results.</p><p></p><p>You also need to consider order, or things will get seriously out of wack. As an example, you can't work out the dex effect on AC, then later apply the item effect from "gauntlets of dexterity".</p><p></p><p>If you check out RPM, you can see not only how this all works, but also how in-game dynamic changes are handled.</p><p>For example, a "stunned" creature's AC drops, whilst stunned. Similarly, a creature with "Cat's Grace" cast on them gets a dex/AC boost. Any dex-related skills attempted will see the benefit of the spell effect. Finally (and the bit I really like), there's only a 25% chance that dex will actually be affected, if "gauntlets of dexterity" are worn (due to stacking rules).</p><p>I'm doing a feature-rich, stable beta release of RPM soon, but tthe currently available version will paint the picture for you.</p><p></p><p>Lastly: If you're intending to write legal software for distribution, read the licenses very carefully. You can't use the "D20" label, and you need to be pretty clever with how you implement your solution to comply with the "OGL". Standard software development implementations won't comply. There's months of discussion concerning "license problems for software" on the open gaming foundation mail archive. Most people just give up. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>Good Luck,</p></blockquote><p></p>
[QUOTE="Luke, post: 134997, member: 602"] Hi Shane, Other things that augment a character/creature: - Racial traits - SubRace traits - Racial templates - Class features In RPM, I have a generic "modifiers" capability. You can define modifiers for races, racial templates, subraces, items, class features, feats, conditions, spells etc I realize that you seem to be more interested in "pre-game" modifiers (as per character sheet geenration), so perhaps spells and conditions don't interest you. Skills don't tend to augment the character. They are more like "actions" that you perform. Augmentations are generally created as feats. The other thing to consider is how the various modifiers inter-relate. You must consider stacking rules, or get possibly bloated results. You also need to consider order, or things will get seriously out of wack. As an example, you can't work out the dex effect on AC, then later apply the item effect from "gauntlets of dexterity". If you check out RPM, you can see not only how this all works, but also how in-game dynamic changes are handled. For example, a "stunned" creature's AC drops, whilst stunned. Similarly, a creature with "Cat's Grace" cast on them gets a dex/AC boost. Any dex-related skills attempted will see the benefit of the spell effect. Finally (and the bit I really like), there's only a 25% chance that dex will actually be affected, if "gauntlets of dexterity" are worn (due to stacking rules). I'm doing a feature-rich, stable beta release of RPM soon, but tthe currently available version will paint the picture for you. Lastly: If you're intending to write legal software for distribution, read the licenses very carefully. You can't use the "D20" label, and you need to be pretty clever with how you implement your solution to comply with the "OGL". Standard software development implementations won't comply. There's months of discussion concerning "license problems for software" on the open gaming foundation mail archive. Most people just give up. :( Good Luck, [/QUOTE]
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