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Why's it so hard to create a character generator that rocks?
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<blockquote data-quote="Silveras" data-source="post: 1538117" data-attributes="member: 6271"><p>I see most of the good reasons are already covered, but I'll add my observations on a couple: </p><p></p><p>Implementing just the Core Rules is too limiting, and trying to guess the variants coming is impossible. </p><p></p><p>Most games use at least one extra resource, and many also have some variety of house rule implemented. Even the Core Rules contain 30+ variant options you can choose to use. </p><p></p><p>Frequently, the new supplements include new rules. Not just new Feats or Prestige Classes that you can just add to a list, but whole new subsystems, some of which make variable what was a constant before. Trying to create a code system that has the flexibility to adjust to those is HARD. </p><p></p><p>Consider damage. Basically, there are Lethal and NonLethal damage types. But wait ... if you have Regeneration, you have to change Lethal to NonLethal... unless it came from Fire or Acid. Unless your race is immune to Fire and Acid but takes Lethal damage from Cold. </p><p></p><p>Consider spellcasting. Your Caster Level = your Class level, and that determines what level of spells you have, how many "slots", the chance to dispel it, and how potent it is (range, duration, dice, etc.). UNLESS you are using the Magical Effect Rating in Unearthed Arcana. Then your MER is potentially higher than your Class level (assuming you are multi-classed), and it applies to dispel checks and the potency of the spell; but your slots and highest level spells are still determined by your Class level. </p><p></p><p>Consider Armor Class. Basically 10 + Armor Bonus + Deflection Bonus + Dodge Bonus + Shield Bonus + Dex Modifier + Natural Armor Bonus + Sacred Bonus + Luck Bonus + Bonus Bonus ... ad nauseam. However, if you use the "Defensive Roll" variant in the DMG, your AC changes from round to round: 1d20 + Armor Bonus + etc.</p></blockquote><p></p>
[QUOTE="Silveras, post: 1538117, member: 6271"] I see most of the good reasons are already covered, but I'll add my observations on a couple: Implementing just the Core Rules is too limiting, and trying to guess the variants coming is impossible. Most games use at least one extra resource, and many also have some variety of house rule implemented. Even the Core Rules contain 30+ variant options you can choose to use. Frequently, the new supplements include new rules. Not just new Feats or Prestige Classes that you can just add to a list, but whole new subsystems, some of which make variable what was a constant before. Trying to create a code system that has the flexibility to adjust to those is HARD. Consider damage. Basically, there are Lethal and NonLethal damage types. But wait ... if you have Regeneration, you have to change Lethal to NonLethal... unless it came from Fire or Acid. Unless your race is immune to Fire and Acid but takes Lethal damage from Cold. Consider spellcasting. Your Caster Level = your Class level, and that determines what level of spells you have, how many "slots", the chance to dispel it, and how potent it is (range, duration, dice, etc.). UNLESS you are using the Magical Effect Rating in Unearthed Arcana. Then your MER is potentially higher than your Class level (assuming you are multi-classed), and it applies to dispel checks and the potency of the spell; but your slots and highest level spells are still determined by your Class level. Consider Armor Class. Basically 10 + Armor Bonus + Deflection Bonus + Dodge Bonus + Shield Bonus + Dex Modifier + Natural Armor Bonus + Sacred Bonus + Luck Bonus + Bonus Bonus ... ad nauseam. However, if you use the "Defensive Roll" variant in the DMG, your AC changes from round to round: 1d20 + Armor Bonus + etc. [/QUOTE]
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