03-23-2014, 11:26 AM | #11 | |
Join Date: Sep 2004
Location: Canada
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Re: GCA and Half-Stat Default
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I put quite a few skills on my character without spending points in them specifically so I can have the defaults listed. Saves looking them up :D Skills that the GM (or campaign book, for eg. Dungeon Fantasy/Monster Hunters) have highlighted as having special importance, or just skills that I have misc. bonuses or penalties to that I might otherwise forget. So EG all the skills affected by a Talent I have go on my character sheet, even if I don't put points in all of them. Or all the skills that get a penalty for being Ham Fisted, to remind me about the penalty and exactly where it applies.
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03-23-2014, 11:59 AM | #12 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: GCA and Half-Stat Default
Likewise. I also tend to put skills that I don't have, but want to learn, on as reminders. My record is an 11 page CGA printout.
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03-23-2014, 12:16 PM | #13 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: GCA and Half-Stat Default
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Thanks! Doug
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03-23-2014, 03:39 PM | #14 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: GCA and Half-Stat Default
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I also just found another bug that crept in - for skill defaults the old file was rounding Attribute/2 up instead of down. This didn't affect skills which were not at default (i.e. that you've purchased), but did affect all calculated default levels. There's also a few skills that did not have their defaults correctly set when I did the quick and dirty conversion, so I'm going to have to go back through all the skills that came up as having no default to correct them. I've just uploaded another file that corrects these issues. http://gurpsland.no-ip.org/GCA4/HalfStatDefaults.zip As for Spells, I've just realized that there is already a file in the Variant folder which changes Spells to use 5 + (IQ ÷ 2) instead of IQ as their base value. Loading that file will have the exact same effect as if I converted them to use this rule, so I see no particular reason to duplicate work. Just load both files to get the full effect on Spells.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 03-23-2014 at 03:58 PM. |
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08-13-2017, 07:31 PM | #15 |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: GCA and Half-Stat Default
Is there a way to let the basic attacks (Punch, Kick, Bite) also make use of the half-stat default.
Below is the stadnard punch from BS, where should I put the piece of code so it would also defult to half-stat? I tried to do something in the skillused() part but that part only accepts + or - (e.g., DX+1 or DX-1, but not DX/2 or DX*2). The problem which I encounterd was when players increase their DX, at some point those basic attacks shouwed up again in the Quick View tab because these stats benefit from each DX increase while a skill only every other DX increase. For now I have patched it with DX-4 (instead of DX/2+1) for Punch and DX-6 (instead of DX/2-1) for Kick Code:
Punch, display(no), mode(Punch), damage(_ thr-1 + _ @if("AD:Claws (Blunt Claws)::level" = 1 & @itemhasmod(AD:Claws (Blunt Claws), Feet Only) = 0 then @basethdice(ST:Punch) else @if("AD:Claws (Long Talons)::level" = 1 & @itemhasmod(AD:Claws (Long Talons), Feet Only) = 0 then @basethdice(ST:Punch) else 0)) + _ @max(_ @if(me::charskillused = "SK:Brawling" THEN @if("SK:Brawling::level" > ST:DX+1 then @basethdice(ST:Punch) ELSE 0) ELSE 0), @if(me::charskillused = "SK:Boxing" THEN @if("SK:Boxing::level" = ST:DX+1 then @basethdice(ST:Punch) ELSE @if("SK:Boxing::level" > ST:DX+1 then 2 * @basethdice(ST:Punch) ELSE 0)) ELSE 0), @if(me::charskillused = "SK:Karate" THEN @if("SK:Karate::level" = ST:DX then @basethdice(ST:Punch) ELSE @if("SK:Karate::level" > ST:DX then 2 * @basethdice(ST:Punch) ELSE 0)) ELSE 0)_ )_ ), damtype(_ $if("AD:Claws (Sharp Claws)::level" = 1 & @itemhasmod(AD:Claws (Sharp Claws), Feet Only) = 0 THEN "cut" ELSE $if("AD:Claws (Talons)::level" = 1 & @itemhasmod(AD:Claws (Talons), Feet Only) = 0 THEN "cut/imp" ELSE $if("AD:Claws (Long Talons)::level" = 1 & @itemhasmod(AD:Claws (Long Talons), Feet Only) = 0 THEN "cut/imp" ELSE "cr")))_ ), reach(C), parry(0), skillused(ST:DX-4, SK:Brawling, SK:Boxing, SK:Karate), mods(Punch/Kick), damagebasedon(ST:Punch), reachbasedon(ST:One Arm Reach), basevalue(ST:One Arm Striking ST) |
08-15-2017, 01:07 AM | #16 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: GCA and Half-Stat Default
There's a couple issues going on here; first is that that Punch "defaults" to DX and Kick to DX-2. Taking a quick look at the article it appears that these should properly be (DX/2)+5 and (DX/2)+3, respectively, but there are issues beyond that I hadn't noticed...
The damage bonus wasn't correctly updated for Boxing, Brawling, and Karate and the Weapon Master Damage Bonus. It's going to take some thinking to make sure those are updated correctly.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
10-25-2017, 06:42 PM | #17 |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: GCA and Half-Stat Default
I have a work-around for this problem.
I added the skills Natural Attack (Bite), Natural Attack (Kick), etc., and in the attributes the defaults instead of the DX-default it refers to the appropriate Natural Attack. The Natural Attack skill has the Hide(yes) added so it won't show on the character sheet. I did the same for Innate Attacks. Instead of ST:DX and ST:Will it defaults to Innate Attack (DX) or Innate Attack (Will), also with the Hide(yes) added to it. To make sure, every player has it, I added them all to the Racial Templates. |
05-22-2018, 08:31 PM | #18 |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: GCA and Half-Stat Default
Managed to make half-stat defaults work for spells.
Defines new attributes, e.g., Alter I defined a new technique-like stat under [SKILLTYPES] but with the points cost of a skill (named it Force/E, Force/A, Force/H, and Force/VH instead of Tech/A and Tech/H). This with the already defined halfstat skilltypes for Force Sensitive, Alter, Control, and Sense in the same way as the normal attributes. Under skills I put the defaults. Example: Default (Alter), Alter/A[+0], needs(), default(Alter + me::defmod), defmod(-@int(0.5 + ST:Alter/2)+@MIN(@INT(ST:Alter/2),@MAX(0,ST:Alter-ST:RuleOf::score))+0), page(TF?), cat(Force Skills), hide(yes) Under spells I use: Force skill name, type(Force/A), default("SK:Default (Alter)" + 0), upto(prereq + n), needs("SK:Default (Alter)"), ... and the rest of the normal spell definition. Now I can use spells at default (at 0 CP cost) and using half the attribute value in the same way as with normal skills. |
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