Generating new characters
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Generating new characters
Does anyone have any good ideas for ways to generate "accurate" stats for characters to be added to a dungeon ? I want to add "naturally" progressed stats for my Hall of Champions.
Don't be scene or herd!
- Gambit37
- Should eat more pies
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Hmm... never really thought about that one.
I simply decide on what the main strength of any one character is (wizard, fighter etc), and allocate points accordingly, using DMs original characters as a guide.
Wizards generaly have high wisdom, high anti-magic and low vitality and strength
Fighters have high strength, vitality and sometimes anti-fire
You get the idea....
I simply decide on what the main strength of any one character is (wizard, fighter etc), and allocate points accordingly, using DMs original characters as a guide.
Wizards generaly have high wisdom, high anti-magic and low vitality and strength
Fighters have high strength, vitality and sometimes anti-fire
You get the idea....
Someone posted somewhere on some site the average gains for each path, didn't they?
So you could extrapolate from that
also DM tended to bias aroudn 40-45 as the average, didn't it?
If some stat was higher, another tended to be reduced - so higher strength and fighter, lower wisodm
wish io coudl rememebr the site..it's not the DME is it?
So you could extrapolate from that
also DM tended to bias aroudn 40-45 as the average, didn't it?
If some stat was higher, another tended to be reduced - so higher strength and fighter, lower wisodm
wish io coudl rememebr the site..it's not the DME is it?
- PicturesInTheDark
- Arch Master
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Hmm. I'd suggest a look at Gambit's DM Codex... I found the stats toy pretty helpful in that respect; you can very easily have a look at highest and lowest stats for different skills and sort them as you like.
http://www.dmcodex.com/
It is to be found in the section Games | Dungeon Master | Characters.
Regards, PitD
http://www.dmcodex.com/
It is to be found in the section Games | Dungeon Master | Characters.
Regards, PitD
- Gambit37
- Should eat more pies
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Heh, three points:
1) The actual URL you want points only to the sample: http://www.dmcodex.com/sample/
2) The stats toy is still incomplete (though kind of useful at the moment)
3) None of the sample site works at the moment. My host has updated PHP and I now need to recode my pages a little as register_globals is now switched off by default... I''d been lazy up to now
1) The actual URL you want points only to the sample: http://www.dmcodex.com/sample/
2) The stats toy is still incomplete (though kind of useful at the moment)
3) None of the sample site works at the moment. My host has updated PHP and I now need to recode my pages a little as register_globals is now switched off by default... I''d been lazy up to now
Great site
I love the visuals, partcularly the lighting effects and dungeon-like dropdown menus. I rather liked some of your earlier designs too!
It's also lovely and smooth to use (I'm using a bog-standard 56K dialup), and I applaud the decision to use XHTML / CSS / Strict DTDs. I'm currently working (at work) on a web based statistics dissemination system using Java, Oracle 9i, XML/XSL, ArcIMS and SVG. I'm hoping for such a philosophy to be adopted for the front end of this system (release early 2005), but it's still up in the air.
Bit of a digression, back to RTC characters...
I've just started playing with both RTC and CSBWin and their editors, and when creating new characters, I find with the RTC editor is much simpler to create balanced characters comparable to original DM heroes. In CSBuild, you can't set the levels directly, you have four unmarked dropdowns (presumably fighter, ninja, priest, wizard) for experience associated with strength, dexterity, wisdom and vitality. After setting these you then have to test your character to see what levels these generate. So this makes me wonder how these "hidden" stats are implemented (if at all) in RTC?

I love the visuals, partcularly the lighting effects and dungeon-like dropdown menus. I rather liked some of your earlier designs too!
It's also lovely and smooth to use (I'm using a bog-standard 56K dialup), and I applaud the decision to use XHTML / CSS / Strict DTDs. I'm currently working (at work) on a web based statistics dissemination system using Java, Oracle 9i, XML/XSL, ArcIMS and SVG. I'm hoping for such a philosophy to be adopted for the front end of this system (release early 2005), but it's still up in the air.
Bit of a digression, back to RTC characters...
I've just started playing with both RTC and CSBWin and their editors, and when creating new characters, I find with the RTC editor is much simpler to create balanced characters comparable to original DM heroes. In CSBuild, you can't set the levels directly, you have four unmarked dropdowns (presumably fighter, ninja, priest, wizard) for experience associated with strength, dexterity, wisdom and vitality. After setting these you then have to test your character to see what levels these generate. So this makes me wonder how these "hidden" stats are implemented (if at all) in RTC?