[RQ-Rules] what's wanted?

Steve Lieb styopa1 at gmail.com
Fri Aug 19 07:23:53 PDT 2005


Hi all,

I've got a fairly basic random NPC/monster generator set up in MS
excel I'd be happy to share with whomever wants it, my main problem at
this point is "feature creep".

So far, I have it generating random creature stats and all the basic
data (hp, hp per location, etc.).  I use reach/speed* as an
alternative system to the "classic" RQ strike ranks, so I show those
data for weapons/attacks but I'll probably also show the "classic" SR
data for general utility...that retrofit isn't implemented yet but
it's easy enough.
* happy to explain it if someone wishes

Features:
note: the intent of the sheet is NOT to save characters as data files
- it's just generate/print, generate/print very quick for random
encounters or adventure population.
implemented: output sheet is independent of calculations, so you can
randomly generate a character, and then say, manually enter a value
for STR and see that immediately reflected in his skill mods, damage
bonus, etc. (just don't save it or you'll lose the formula in that
cell!)
+ implemented: a inferior/standard/superior choice so you can generate
inferior (young/old/sickly) or superior (heroic, trained, leaders)
versions of anything.  The actual effect is that it buffs/debuffs each
stat by a random 8-23% (i wanted a bell curve, so it's 3d6+5)
+ implemented: a full-body armor adder, which will add a full suit of
whichever armor is desired, along with SIZ-appropriate ENC calculated.
 (If you want to give them other partial armor, you'll need to just
print the character and edit it manually....that would have been WAY
too complex!!)
- considering: I'm trying to figure out how to do skills.  I figure
I'd only present the half-dozen or so essential skills for each NPC
plus the individualized ones. Basically only
jump/dodge/hide/sneak/listen/scan plus the ones that are shown in the
RQ3 creatures book or Gloranthan bestiary - i.e. skills with different
base skill values.  But do I just show the different base skills
(simplest, let people just manually add needed skills) or figure out a
way to implement a skill-up process that will give them additional
skill in these things based on the inferior/standard/superior
selector?
- considering: how to present locations/hp.  I *want* to show it
fairly graphically for the 15 or so "body types" possible like the old
RQ3 character sheet, with the HP/AP for each location laid out kind of
in a 'body' shape.  Or do I just make it a lot simpler and have a
column of melee/missile loc rolls, hp/ap list for each location?
- considering: in conjuction with the skills, I'm toying with adding a
Human-Equivalent-Age field.  Basically, you'd enter a HEA for each NPC
(default entry would be adult in their physical prime, maybe 25-30),
and it would use this number to give the character/creature equivalent
skills.  Ie if you enter 15 for an elf, the elf isn't necessarily 15
but would be given skills appropriate to a mid-age teen human and a
slight stat reduction for being juvenile.  Enter 70 for a trollkin,
and he's obviously not 70 but will have a lot of skills but MAJOR
physical stat reduction for decrepitude, and possible INT reduction
for senility...not sure this would be worth the effort

Opinions?  Comments? Suggestions for a feature that people
particularly want/need?



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