Chummer Character Generator |
Chummer Character Generator |
Feb 4 2012, 12:02 PM
Post
#3701
|
|
Target Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 |
I just noticed an error:
if you max out a (any) skill group (rating 4) during character creation, you are unable to improve the skill group in career mode, you are only able to improve individual skills. when the skill group is not maxed out you can raise the skill group rating to rating 4 and above in career mode. btw: the is the absolut best character Generator I have ever seen. Many many thanks for your hard effort. best regards |
|
|
Feb 4 2012, 12:48 PM
Post
#3702
|
|
Target Group: Members Posts: 30 Joined: 1-December 11 From: Murrieta, CA Member No.: 45,075 |
As I said before. Unnatural. Naturally, your magic only goes to 6. That's it. That's all they wrote.
Then you have initiation. Simple as that. |
|
|
Feb 4 2012, 03:04 PM
Post
#3703
|
|
Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
I have a character that has some individual skills from skill groups but those groups are active.
This is this way for all skill groups but the Outdoors skill group. Character only has 1 skill from that group but 2 in the other ones. Athletics, firearms and close combat seems to be working fine if purchased as a group in character creation. |
|
|
Feb 4 2012, 03:39 PM
Post
#3704
|
|
Target Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 |
I have a character that has some individual skills from skill groups but those groups are active. This is this way for all skill groups but the Outdoors skill group. Character only has 1 skill from that group but 2 in the other ones. Athletics, firearms and close combat seems to be working fine if purchased as a group in character creation. I have this problem with each and every skill group, however on some characters created with an older version of chummer it seems to work correctly, however any newly created character (any test character I made) cannot raise a skill group above 4 in career mode if it is at rating 4 at character creation. I checked different metatypes, different qualities (adept, magician, technomancer, mundane) and all skill groups. |
|
|
Feb 4 2012, 03:50 PM
Post
#3705
|
|
Target Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 |
I just noticed an error: if you max out a (any) skill group (rating 4) during character creation, you are unable to improve the skill group in career mode, you are only able to improve individual skills. when the skill group is not maxed out you can raise the skill group rating to rating 4 and above in career mode. btw: the is the absolut best character Generator I have ever seen. Many many thanks for your hard effort. best regards OK, I see the problem: once you add Karma during career, save the character, close it and reopen it this problem is gone. |
|
|
Feb 4 2012, 05:19 PM
Post
#3706
|
|
Great Dragon Group: Dumpshocked Posts: 5,086 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 |
As far as I can tell, the sensor rating doesn't change with the installed sensors itself. The sensor rating is like the Intuition attribute for the drone when it makes perception checks, modified by the Clearsight autosoft and other things. Even in Arsenal, there isn't a hard rule that improving sensors does increase the sensor rating, only that it "should also be improved accordingly." I think it's fine that chummer doesn't change the sensor attribute of vehicles & drones. As a GM I'd issue modifiers to the DP for drones making sensor checks based on what their sensors are. Arsenal Errata: QUOTE p. 105 Individual Sensors and Sensor Tests
Replace the current text with the following text: “Each vehicle and drone has a Sensor rating that acts as an abstract composite of all of the sensors in the vehicle combined. This rating represents the fact that only a combined array of 4 or more sensors can provide effective multidirectional maneuvering, tactical solutions, and spatial awareness to a vehicle. Individual sensors in an off-the-lot vehicle’s sensor package have a default rating equal to the vehicle’s base Sensor rating. This Sensor rating should be used for most situations and is equal to the average rating of all the sensors in a package (rounded up.) Sensors that do not possess ratings are treated as if they had a rating equal to the vehicle’s default Sensor rating. Under certain circumstances, a gamemaster may decide that certain vehicle sensors may not apply, or that only one specific type of sensor is relevant to the situation at hand. Some sensors might just not be suitable for the given task, may be pointing into the wrong direction, and so on. Alternately, the character may elect to use only one sensor for a particular job (such as taping a nearby conversation with a camera or audio mike). In these cases consider the applicable sensor to have the same rating as the vehicle’s Sensor rating, though if the character has previously modified the sensor package, the individual sensor may use its own rating (if higher.) If a character improves the ratings of all of the individual components in a sensor package, the overall Sensor rating of the vehicle should also be improved accordingly. For the purpose of improvement, sensors that do not have a rating are considered to be automatically upgraded, when all the remaining sensors in a package are improved to a higher rating.” |
|
|
Feb 4 2012, 06:04 PM
Post
#3707
|
|
Moving Target Group: Members Posts: 302 Joined: 11-May 10 From: Hamilton, Ontario, Canada Member No.: 18,569 |
Ok, just started using this and don't feel like reading through almost 150 pages of comments, but did Eagle shifters get errata'd down to 55 BP at some point or is that an error in the generator? My copy of RC lists them at 60 BP.
Thanks |
|
|
Feb 4 2012, 07:18 PM
Post
#3708
|
|
Neophyte Runner Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
Arsenal Errata: I've not compared yet, but that looks word-for-word from my PDF of the book. And note that changing the vehicle's Sensor rating based on upgraded gear is conditional, not absolute. "If a character improves the ratings of all of the individual components in a sensor package, the overall Sensor rating of the vehicle should also be improved accordingly." Key word there, and if the errata said something that made the change more absolute instead then okay. |
|
|
Feb 5 2012, 06:34 AM
Post
#3709
|
|
Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Ok, just started using this and don't feel like reading through almost 150 pages of comments, but did Eagle shifters get errata'd down to 55 BP at some point or is that an error in the generator? My copy of RC lists them at 60 BP. Thanks You're right. I must have been looking at the line above it in the book when I entered the BP cost. I've updated the Metatypes data file to correct this. |
|
|
Feb 5 2012, 06:36 AM
Post
#3710
|
|
Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I just noticed an error: if you max out a (any) skill group (rating 4) during character creation, you are unable to improve the skill group in career mode, you are only able to improve individual skills. when the skill group is not maxed out you can raise the skill group rating to rating 4 and above in career mode. I'll have this fixed in the next update. Combination dumb logic/what the *#%! is going on problem. (IMG:style_emoticons/default/wobble.gif) |
|
|
Feb 5 2012, 08:05 AM
Post
#3711
|
|
Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I have a character that has some individual skills from skill groups but those groups are active. This is this way for all skill groups but the Outdoors skill group. Character only has 1 skill from that group but 2 in the other ones. Athletics, firearms and close combat seems to be working fine if purchased as a group in character creation. Also fixed in the next update. The problem is that Create Mode doesn't break Skill Groups since you can freely play around with the Active Skills and Skill Groups as desired. It won't fix existing characters, but moving a character to Career Mode will now break Skill Groups if any of their associated Active Skills having a Rating that does not match the Group's. You could modify the save file for any character you want to correct this on by finding the appropriate <skillgroup> and changing <broken> to True ("<broken>True</broken>"). |
|
|
Feb 5 2012, 01:59 PM
Post
#3712
|
|
Target Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 |
Hello,
I just noticed some additional minor flaws: The suprathyroid gland does not work together with the adept power increased reflexes, although both should add to the reaction attribute. When you have both it is even impossible to increase the reaction attribute using the "improvement" tab in career mode. Also the nanoware Neural amplifiers neocortical and limbic only add the first rating point to the skill pool bonus, even if you take rating 3 (which should add 3 dice to the respective dice pools) could you please correct this in future versions of the greatest character generator for shadowrun ever... Thanks best regards |
|
|
Feb 5 2012, 02:12 PM
Post
#3713
|
|
Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Also fixed in the next update. The problem is that Create Mode doesn't break Skill Groups since you can freely play around with the Active Skills and Skill Groups as desired. It won't fix existing characters, but moving a character to Career Mode will now break Skill Groups if any of their associated Active Skills having a Rating that does not match the Group's. You could modify the save file for any character you want to correct this on by finding the appropriate <skillgroup> and changing <broken> to True ("<broken>True</broken>"). I've actually not broken any skill groups with the character. They just started broken. I'll edit the characters if needed. Strange that one skill group worked correctly and the rest didn't. |
|
|
Feb 5 2012, 02:35 PM
Post
#3714
|
|
Target Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 |
also two small things:
1. Adept power "improved ability" may add up to the rating of the skill x1,5, so if you have an aptitude (rating 7 skill) this should be +4. Currently only +3 are calculated/added when you print out the character 2. How can you add Street Cred, Notority and public awareness to a character? Also there are several qualities that should automatically add/remove notority. Furthermore according to SR4A 265 Street Cred should be Karma / 10, public awareness should normally be (Street Cred + Notority) /3 rounded down. Can you add this, so that the correct figures are print out on the sheets. Currently they show all as zero. Many thanks best regards |
|
|
Feb 5 2012, 03:10 PM
Post
#3715
|
|
Prime Runner Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
The suprathyroid gland does not work together with the adept power increased reflexes, although both should add to the reaction attribute. When you have both it is even impossible to increase the reaction attribute using the "improvement" tab in career mode. While I think it should add to it, by RAW this is not so. The description of Wired Reflexes makes Reaction Enhancers one type of Initiative Enhancement. By logic anything else that increases REA would also be classified thusly. As such the Suprathyroid Gland does not stack with the adept power. I know it is stupid and probably a case of bad copy/paste from third edition, but that's the way it is. Maybe create a houserule that only things that increase initiative passes are classified as initiative enhancements. |
|
|
Feb 5 2012, 04:10 PM
Post
#3716
|
|
Moving Target Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Improvement tab should allow to touch REA nevertheless. I cannot even decrease REA to mimic the temporary loss of an adept power (from a Geas for example).
Nebular, could you make adept powers toggleable? |
|
|
Feb 5 2012, 04:11 PM
Post
#3717
|
|
Moving Target Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
2. How can you add Street Cred, Notority and public awareness to a character? Also there are several qualities that should automatically add/remove notority. Furthermore according to SR4A 265 Street Cred should be Karma / 10, public awareness should normally be (Street Cred + Notority) /3 rounded down. Can you add this, so that the correct figures are print out on the sheets. Currently they show all as zero. I agree it would be nice but it might get tricky. |
|
|
Feb 5 2012, 07:19 PM
Post
#3718
|
|
Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
The suprathyroid gland does not work together with the adept power increased reflexes, although both should add to the reaction attribute. When you have both it is even impossible to increase the reaction attribute using the "improvement" tab in career mode. Also the nanoware Neural amplifiers neocortical and limbic only add the first rating point to the skill pool bonus, even if you take rating 3 (which should add 3 dice to the respective dice pools) I've updated the Gear data file to correct the Neural Amplifier bonuses. As Dakka Dakka mentioned, the way the rules are written says that Initiative bonuses simply don't stack, meaning that Suprathyroid Gland and Increased Reflexes don't work together. I'll see if there's something I can do for a house rule on this but I'm not making any promises. Getting it to work as it is was a real pain in the butt; making it optional on top of that may or may not work. (IMG:style_emoticons/default/nyahnyah.gif) |
|
|
Feb 5 2012, 07:22 PM
Post
#3719
|
|
Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
1. Adept power "improved ability" may add up to the rating of the skill x1,5, so if you have an aptitude (rating 7 skill) this should be +4. Currently only +3 are calculated/added when you print out the character 2. How can you add Street Cred, Notority and public awareness to a character? Also there are several qualities that should automatically add/remove notority. Furthermore according to SR4A 265 Street Cred should be Karma / 10, public awareness should normally be (Street Cred + Notority) /3 rounded down. Can you add this, so that the correct figures are print out on the sheets. Currently they show all as zero. In regards to the Improved Ability and rounding bit, see this post a little further down (#3724). Street Cred and Notoriety are on the Character Info tab once you put your character into Career Mode. I had looked at following those formulas, but they are not hard-and-fast rules; the GM can freely hand out Street Cred, Notoriety, and Public Awareness points. Forcing them to be calculated would remove that freedom. You can also burn Street Cred which directly affects your Notoriety which complicates things even more. |
|
|
Feb 5 2012, 07:23 PM
Post
#3720
|
|
Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Improvement tab should allow to touch REA nevertheless. I cannot even decrease REA to mimic the temporary loss of an adept power (from a Geas for example). Nebular, could you make adept powers toggleable? This gets into the whole ugly mess of Initiative bonuses not stacking, since REA is technically an Initiative Attribute (as I quickly mentioned in the Initiative thing 2 posts above). I freaking hate it. (IMG:style_emoticons/default/mad.gif) |
|
|
Feb 5 2012, 07:41 PM
Post
#3721
|
|
Moving Target Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
I understand how frustrating those can be. Wish you luck with that, but I'm pretty confident you will prevail!
Regarding the Street cred and co, maybe you for each you can keep track of 2 things: - the default result of the formula - the added/removed points (by GM intervention or diminution of Notoriety by Street Cred and such) |
|
|
Feb 5 2012, 07:49 PM
Post
#3722
|
|
Neophyte Runner Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
Regarding the skills, SR4a, page 118, directly states that with Aptitude a modified skill rating is maxed at 10. This would suggest that you round down.
Personally my understanding on modified skills was that you could gain one extra die for every two ranks in said skill. This would be supported by what I found in SR4a and a few of the qualities in RC (like Catlike) that specifically state you have to have a skill at least at 2 to gain their benefits. Edit: Oh, and regarding the attributes and adept geas part, why not use the Improvements tab to impose such temporary penalties? You can assign negative values as well as positive ones. |
|
|
Feb 5 2012, 08:11 PM
Post
#3723
|
|
Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I understand how frustrating those can be. Wish you luck with that, but I'm pretty confident you will prevail! Edit: Oh, and regarding the attributes and adept geas part, why not use the Improvements tab to impose such temporary penalties? You can assign negative values as well as positive ones. The problem that deurk was having, however, is that there are a number of things that have a precedence value in the XML, meaning that any modifier that it provides supersedes all others; so if he creates a -1 REA Improvement, the Improvement Manager is still seeing that the original one supersedes all others and ignores the -1. I've found a solution to the problem though! I've modified the Improvement Manager so that it stacks all Custom Improvements on top of everything else. It calculates the Improvement value form all system-created Improvements (including those pesky precedence ones), then adds Custom Improvements afterwards, meaning that a -1 modifier to REA will actually affect it, regardless of anything else the character might have. Regarding the Street cred and co, maybe you for each you can keep track of 2 things: I actually thought of roughly the same thing while I was staring blankly at the Character Info tab. (IMG:style_emoticons/default/smile.gif) Keep the existing number fields that are there and use them as the GM-provided modifiers and include that calculated fields next to them. Just need to also include a button to burn Street Cred.
- the default result of the formula - the added/removed points (by GM intervention or diminution of Notoriety by Street Cred and such) |
|
|
Feb 5 2012, 08:17 PM
Post
#3724
|
|
Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Regarding the skills, SR4a, page 118, directly states that with Aptitude a modified skill rating is maxed at 10. This would suggest that you round down. Personally my understanding on modified skills was that you could gain one extra die for every two ranks in said skill. This would be supported by what I found in SR4a and a few of the qualities in RC (like Catlike) that specifically state you have to have a skill at least at 2 to gain their benefits. Thanks! I knew I had it set to round down for a reason! I was searching my PDF for "rounded" and forgot that the page gives an example that implies its rounded down instead of explicitly stating so. The rounding methods in the book are horribly inconsistent; some round up, some round down, but they usually seem to be in the character's favour. This is seemingly the one time where it isn't (from my quick search for the rounded term). |
|
|
Feb 5 2012, 08:32 PM
Post
#3725
|
|
Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 307
|
|
|
Lo-Fi Version | Time is now: 25th November 2024 - 07:30 PM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.