Saturday, 13 February 2010
KRPS: feature effects
It seems hardly worthy of note, but I updated my homebrew RPG character database to start making use of "feature effects" the other day. This is in order to cater for things like Combat Reflexes, which gives a +1 bonus on Dodge and active defences. Each feature has a number of effects, which use a scratty little generic table to target various parts of the character. Combat reflexes, for instance, targets "skill:parry", "skill:block" and "dodge". When skill levels are calculated, each skill checks in the database for named effects that the current character has, and applies them. Stuff like dodge is handled directly on the character pdf generator, which is very naughty; it really ought to be the character's responsibility to calculate its own dodge. There is little about this project that isn't a kludge!
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment