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<blockquote data-quote="Morrus" data-source="post: 7481379" data-attributes="member: 1"><p>I think it's your LUC that's wrong -- even when I do it by the book rather than the generator, I get the same result.</p><p></p><p>The 5d6 looks like a little calculation error. 11 is definitely 4d6. Probably an easy fix!</p><p></p><p></p><p></p><p>Androids get expanded a lot in the Galactic Sentience Catalog. Loads more modification exploits, and yeah, they go up to 2 modifications in that book as a revision to that race.</p><p></p><p>Being able to select sub-components of exploits means writing code for each individual exploit - an immense job. From a rules design point of view, exploits are an exception-based open list of mini-rules. There are lots of exploits which have effects, but for now I'm just outputting the text of exploits and letting the user apply them manually. Writing code for each exploit would take me months. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>There's no definitive list of skills; it's all keyword-based. I slipped robotics into the the technical skills, along with electronics, as I've seen players create those two skills time and time again. Figured I may as well save them the effort! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Morrus, post: 7481379, member: 1"] I think it's your LUC that's wrong -- even when I do it by the book rather than the generator, I get the same result. The 5d6 looks like a little calculation error. 11 is definitely 4d6. Probably an easy fix! Androids get expanded a lot in the Galactic Sentience Catalog. Loads more modification exploits, and yeah, they go up to 2 modifications in that book as a revision to that race. Being able to select sub-components of exploits means writing code for each individual exploit - an immense job. From a rules design point of view, exploits are an exception-based open list of mini-rules. There are lots of exploits which have effects, but for now I'm just outputting the text of exploits and letting the user apply them manually. Writing code for each exploit would take me months. :) There's no definitive list of skills; it's all keyword-based. I slipped robotics into the the technical skills, along with electronics, as I've seen players create those two skills time and time again. Figured I may as well save them the effort! :) [/QUOTE]
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