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Why's it so hard to create a character generator that rocks?
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<blockquote data-quote="andargor" data-source="post: 1563202" data-attributes="member: 7231"><p>Hmm, I'm going to go out on a limb here...</p><p></p><p>The people here seem to be quite passionate as much about what's in a character "generator" (note the quotes, I don't want to discuss semantics <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=":)" /> ), as to what approach should be used.</p><p></p><p>I, too, find some of the limitations of PCGen frustrating. Don't get me wrong, a great deal of effort has gone into it, and I do appreciate it. The greatest wealth of PCGen is the sheer quantity of available data and the community to support it. </p><p></p><p>So I too decided to code my own program.</p><p></p><p>I lurk in d20-XML and PCGen-XML, since I believe that XML will be the way to go instead of proprietary languages like LST. One approach that has been discussed is using XML to describe "objects" that are added to a character. So a "level" is essentially a container for several "objects": bonuses to class level, bonus to BAB, bonus to caster level, adding special abilities, bonuses to saves, etc. are all objects.</p><p></p><p>I've coded a little demo from my "unfinished" program that demonstrates this. It's not usable or pretty, but it does show what I mean. You can get it at:</p><p></p><p><a href="http://www.andargor.com/files/panther-demo.zip" target="_blank">http://www.andargor.com/files/panther-demo.zip</a></p><p></p><p>I make no promises on when this will be available <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=":)" /> I'm going to release that engine under GNU GPL, so no "customer" pressure, please. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I'd like to have your comments!</p><p></p><p>Andargor</p></blockquote><p></p>
[QUOTE="andargor, post: 1563202, member: 7231"] Hmm, I'm going to go out on a limb here... The people here seem to be quite passionate as much about what's in a character "generator" (note the quotes, I don't want to discuss semantics :) ), as to what approach should be used. I, too, find some of the limitations of PCGen frustrating. Don't get me wrong, a great deal of effort has gone into it, and I do appreciate it. The greatest wealth of PCGen is the sheer quantity of available data and the community to support it. So I too decided to code my own program. I lurk in d20-XML and PCGen-XML, since I believe that XML will be the way to go instead of proprietary languages like LST. One approach that has been discussed is using XML to describe "objects" that are added to a character. So a "level" is essentially a container for several "objects": bonuses to class level, bonus to BAB, bonus to caster level, adding special abilities, bonuses to saves, etc. are all objects. I've coded a little demo from my "unfinished" program that demonstrates this. It's not usable or pretty, but it does show what I mean. You can get it at: [URL=http://www.andargor.com/files/panther-demo.zip]http://www.andargor.com/files/panther-demo.zip[/URL] I make no promises on when this will be available :) I'm going to release that engine under GNU GPL, so no "customer" pressure, please. :D I'd like to have your comments! Andargor [/QUOTE]
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