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Old 10-11-2018, 06:42 AM   #11
hcobb
 
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Default Re: Testing the random character generator

Did a refresh with missile weapons. Let me know if you want the balance tweaked. I.e. less armor for dwarfs, fewer skills for wizards, actually name the mundane talents, etc.

Next steps are:
  1. Pick spells
  2. Add squad definition interface
  3. Submit for SJG review
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Old 10-11-2018, 07:41 PM   #12
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Default Re: Testing the random character generator

so all the dwarves you created do NOT know Humanish?
It could be a problem for most adventurers
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Old 10-11-2018, 08:12 PM   #13
hcobb
 
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Default Re: Testing the random character generator

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Originally Posted by ecz View Post
so all the dwarves you created do NOT know Humanish?
It could be a problem for most adventurers
I keep tweaking the random skill languages up and down. These characters have a higher chance of additional languages than given at ITL 14, mostly by spending unallocated skill points.

The current batch does have

Dwarf Hero Fighter ST 12 DX 8(6) IQ 12 MA 8
Broadsword(2d) Leather Armor(2)
Acute Hearing, Ax/Mace, Draconic, Dwarvish, Goblinish, Humanish, Knife, Physicker, Shield, Sword

Dwarf Hero Merchant ST 11 DX 10 IQ 11 MA 10
Club(1d+1) Dagger(1d-1)
Architect/Builder, Charisma, Detect Lies, Dwarvish, Elvish, Humanish, Knife, Literacy, Recognize Value, Sasquatchish

Dwarf Hero Thief ST 11 DX 8(7) IQ 13 MA 10
Shortsword(2d-1) Dagger(1d-1) Arquebus(3d+3) Cloth Armor(1)
Alertness, Assess Value, Dwarvish, Guns, Humanish, Knife, Lasso, Pickpocket, Recognize Value, Silent Movement, Sword
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Last edited by hcobb; 10-11-2018 at 08:17 PM.
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Old 10-12-2018, 06:42 PM   #14
hcobb
 
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Default Re: Testing the random character generator

Replaced the 1d wizard type table on ITL14 with this 3d table inspired by ITL59

3: Mercenary captain
4: Army/Police officer
5: Mercenary veteran
6: Army/Police sergeant
7: Mercenary recruit
8: Army/Police regular
9: Army/Police recruit
10/11: Apprentice
12: Journeyman
13/14: Town
15: Thief
16: Entertainer
17/18: Brigand

I did a refresh, but haven't added spell selection yet so some results are out of bounds.
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Old 10-13-2018, 12:15 AM   #15
hcobb
 
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Default Re: Testing the random character generator

Added spells and most likely lots of bugs this time.
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Old 10-15-2018, 01:01 PM   #16
hcobb
 
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Default Re: Testing the random character generator

Added a squad interface at

http://www.hcobb.com/tft/squad.php

Will work on the bugs and choose jobs by locale then submit for review.
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Last edited by hcobb; 10-15-2018 at 01:22 PM.
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Old 10-16-2018, 05:27 AM   #17
kublaibenzine
 
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Default Re: Testing the random character generator

This looks really quite ingenious. Is your character generator accessible, I'd love to try it out.
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Old 10-16-2018, 05:35 AM   #18
hcobb
 
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Default Re: Testing the random character generator

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Originally Posted by kublaibenzine View Post
This looks really quite ingenious. Is your character generator accessible, I'd love to try it out.
Yes, just fill in whatever you like at http://www.hcobb.com/tft/squad.php

There is an Easter Egg of a theoretically playable character race, but you'll have to cheat to unlock it.
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Old 10-17-2018, 05:03 AM   #19
kublaibenzine
 
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Default Re: Testing the random character generator

Lovely - what a clever little tool. I think I can spend too much time on it! Thanks.
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Old 10-17-2018, 09:43 AM   #20
hcobb
 
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Default Re: Testing the random character generator

Let me know if you need more settings as my next step is to roll for career path by setting then check to see what job the character is qualified for on their career path.

I don't feel that I have permission to code up the Encounter Tables from page 55 so the GM would first roll on those then select a random squad to match an entry like say "Centaurs (roll 2 dice)".
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