PCGen Support for Savage Worlds

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Introduction

Hi Folks! Maredudd here!

This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is Pinnacle Entertainment Group's Savage Worlds Game. I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems, and PCGen has recently recieved permissions for Pinnacle Ent. Group's Savage Worlds product line.

Team

Data Monkey Maredudd
OS Monkey Vacant

Schedule

There is currently no time frame in which this project is scheduled to be completed. In addition, PCGen's 5.16 and 6.0 developmental cycles are focusing on adding support for 4E/Pathfinder and the conversion to CDOM respectively. You can, on the other-hand, watch this space to see what kind of progress we are making. Please note though that no data sets will be provided for distribution until permission from Pinnacle has been granted.

Approach

The gameMode files and data files will be developed in parallel in support of the core rule set as described in Savage World: Explorer's Edition. The final steps in this project will be to develop LST files for at least one Savage World game setting, which has yet to be determined.

Challenges

A few challenges exist that will need to be tackled. (Others will be added as identified.)

General Questions

  • Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?
  • What new LST Tag/OS Token support is required?
  • What GUI modifications are required?

Specific Challenges

  1. Traits include both "Attributes" and "Skills":
    • Traits are identified by a dice type, not by numerical value. (e.g. d4, d6, d8, etc.) PCGen is currently capable of doing this, though how this propagates through the rest of the program has yet to be seen.
    • Attributes, or stats, include the following: Strength, Vigor, Agility, Smarts and Spirit.
    • Skills will be implemented with a combination of the "skill" object to track the RANK and the "ability" object to handle advancement.
      • The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the "Fighting" skill from d6 to d8 costs 1 point if the "Agility" attribute is d8 or greater but costs two points if it is d6 or less.) This is being implemented as a pair of "Trait Advances" (TA) with a PREVAR looking at the skill "RANK" and the relevant attribute. One TA will cost one point, the other will cost two.
  • Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.
  • This is a classless system, at least the core is, so I will be creating a "Generic Class" that will form the foundation of all characters.
  • Characters advance by level, gaining points for stats, skills, and edges, but few other calculations are based upon the character's level.
  • Every four levels a character advances in 'rank', a text-based 'Level' designation, beginning with 'Novice' and moving up to 'Legendary'. Each rank increase advances an attribute/stat of the players choice. This can be implemented with a simple variable for tracking purposes, but I'll have to find a way to get a textual representation. This can be implemented as an additional attribute, i.e. lvlRank, that is set equivalent to "CL/5+1" and using an "ability" that grants templates for each "Rank" at the appropriate levels.
    • Example: TEMPLATE:Novice|PREVAREQ:lvlRank,1 <tab> TEMPLATE:Seasoned|PREVAREQ:lvlRank,2 <tab> TEMPLATE:Veteran|PREVAREQ|lvlRank,3 <tab> TEMPLATE:Heroic|PREVAREQ:lvlRank,4 <tab> TEMPLATE:Legendary|PREVAREQ|lvlRank,5
  • Output Sheets

Status

I have the gameMode files started but not tested yet and am starting on the Skills and Abilities LST files.

GameMode Files
LST File Status Comment
equipmentslots.lst Not sure what will go here as Savage Worlds doesn't use equipment slots as an element of the rules
level.lst Complete Untested
load.lst Complete Untested
miscinfo.lst In Development Still working out what MUST be included to make a valid gamemode
paperInfo.lst Complete No Change Required
pointbuymethod.lst Complete Untested
sizeAdjustment.lst In Work Not sure how size works in Savage World
statsandchecks.lst In Development Lots more to do here to implement underpinnings of Traits/Hinderance/Edge system


Data Files
LST File Status Comment
ability.lst In Development Preliminary Hindrances, Traits (skill) and most Edges in place
abilitycategory.lst In Development Preliminary categories done
class.lst In Development Lots to do, and figure out, here
companionmods.lst N/A At least for now
deities.lst N/A At least for now
domains.lst N/A At least for now
equipment.lst On Hold Will implement after I get the core gamemode and character development working
equipmods.lst On Hold Will implement after I get the core gamemode and character development working
feats.lst N/A All class features are being developed using the "ability" object
kits.lst On Hold Will implement after I get the core gamemode and character development working
languages.lst On Hold Will implement after I get the core gamemode and character development working
races.lst In Development Only one race will be developed for now. Creatures/monsters will be added after character development is working
skills.lst In Development Preliminary skills in place
spells.lst On Hold Not sure if this file will be required or if "spells" will be implemented with the "ability" object
templates.lst On Hold Will implement after I get the core gamemode and character development working
weaponprofs.lst On Hold Will implement after I get the core gamemode and character development working
savage_worlds.pcc In Development


Roadmap

This is the collection of trackers opened in support of this effort.

Development Specs

Link Title Status
TBD

Feature Requests

Link Title Status
1328300 Variables that can hold text Open