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Comments on Ordo - Character Generator
RE: Fixing starting advances by thomas, Ordo Malleus Syndicate   2010-07-15 23:55
Hi Khailik - I see your point and understand your suggested workaround.

There are still problems for instance if a career allowed Dodge in the career starting skills and Dodge+10 in the background package. I would have to remove the next two occurences of Dodge appearing in the ranks.

I know its a fringe case, but it does show that your solution is a workaround and not a general fix.

Anyway, I will certainly keep your idea in mind the next time I open up the code. :-)

Thanks
Thomas
Fixing starting advances by Acolyte Kaihlik   2010-07-14 16:36
This is what it is on the generator

Rank 1 Advances
Awareness
Awareness
Barter
Blather
Charm
Common Lore (Imperium)
Decieve
Dodge
Drive (Ground Vehicle)
Navigation (Surface)
Swim
Basic Weapon Training (Primitive)
Pistol Training (Las)
Pistol Training (Primitive)
Ambidextrous*
Unremarkable*
Sound Constitution
Thrown Weapon Training (Primitive)

* Which ever one was not selected as a starting option

If you take away one instance of each skill that appears in your starting advances then you will see that you get the actual advance scheme.

Kaihlik
Fixing starting advances by Acolyte Kaihlik   2010-07-14 16:31
This is what the advance scheme should be.

Starting Skills:Speak Language (Low Gothic), Blather, Charm or Dodge, Decieve, Awareness, Common Lore (Imperium)

Starting Talents: Ambidextrous or unremarkable, Melee Weapon Training (Primitive), Pistol Training (SP), Basic Weapon Training (SP)

Rank 1 Advances
Awareness +10
Barter
Charm*
Dodge*
Drive (Ground Vehicle)
Navigation (Surface)
Swim
Basic Weapon Training (Primitive)
Pistol Training (Las)
Pistol Training (Primitive)
Ambidextrous*
Unremarkable*
Sound Constitution
Thrown Weapon Training (Primitive)

* Which ever one was not selected as a starting option
Fixing starting advances by Acolyte Kaihlik   2010-07-14 16:19
Actually it will fix the problem, the problem is being able to take dodge twice when it should only be available once. By removing the second instance it will only be available at the correct point fixing the problem. I just realised that this is a problem with all starting skills because of the errata.

This is kind of hard to explain in text but I will give it a go.

On page 27 Scum starts with the following skills, Speak Language (Low Gothic), Blather, Charm or Dodge, Decieve, Awareness, Common Lore (Imperium). The errata included all of these skills to purchase in rank 1 in case someone wanted to change the starting skills. Now the generator only sees those skills and allows you to purchase them allowing you to +10 all your skills right off the bat which is wrong. By making it so that the character generator removed one instance of the upgrade from the rank 1 advances for every time that it appears in your starting skills it would create a situation where only the skills that should be available to purchase are available.

I dont know if you follow but trust me if the generator removed the first instance of any skill that appears in starting skills from the advance scheme then it should all work properly.

Kaihlik
RE: Fixing optional starting advances by thomas, Ordo Malleus Syndicate   2010-07-12 12:27
Hi Khailik - good idea but that will not solve the problem.

The thing is that to the generator there is only on skill called Dodge that you can take multiple times.

It does not distinguish between Dodge, Dodge+10 and Dodge+20. It only see a list of selected skills and talents: Dodge, Swim, Deceive, Dodge.

That is why - with the current implementation - that this is not an easy thing to change. :-)

Thomas
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