Author Topic: Call for players  (Read 25481 times)

Spriggan

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Re: Call for players
« Reply #105 on: November 12, 2003, 01:19:52 PM »
It's allwase been 7D SE,  I checked my 1st edition book and 7D is listed there.  See page 8, right collum,  3rd paragraph down.
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The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers

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Re: Call for players
« Reply #106 on: November 12, 2003, 01:24:55 PM »
maybe I did my math wrong then. But the program won't let me add all the skills I want. It stops responding

maybe it's my crappy connection and/or box

Spriggan

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Re: Call for players
« Reply #107 on: November 12, 2003, 01:28:38 PM »
not sure I follow you?  You can only add 9 skills to each attribute.  How does it stop responding?  

Also check to see if you have flash player 7 installed

you can get it here:  http://www.macromedia.com/shockwave/download/download.cgi?P1_Prod_Version=ShockwaveFlash
Screw it, I'm buying crayons and paper. I can imagineer my own adventures! Wheeee!

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The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers

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Re: Call for players
« Reply #108 on: November 12, 2003, 01:31:42 PM »
well, it still does the mouseovers, but it doesn't increment the skills when I click. I add about 4 dice worth and then this happens. Waiting doesn't do anything.

But I redid the math. With 7 dice for character creation, and then 10 more points for awards, my math is right. My understanding is that at character creation, you add the pips without a point cost, up to 2 dice (or 6 pips) per skill. Then with advancement, it costs as many points as you have dice in the skill to get one pip. Does it work this way?
« Last Edit: November 12, 2003, 01:33:15 PM by SaintEhlers »

Spriggan

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Re: Call for players
« Reply #109 on: November 12, 2003, 01:40:11 PM »
yes, during initial creation it's on a 1 for 1 basis.  So raiseing a skill 1D would cost 3 points no matter what the skills level.  That's why your limited to only 2d.

In second edition you have to option to do skill specilzations which work at a 1 for 2 basis.  So raseing the skill 2D would cost 3 points,  I have not dicided how or if I'm going to do this.

Also I had just uploaded a new version, I had a bug that when you chose certain classes it set your total skillpoints to 10 (this was my inital value used during testing because I forgot to bring my rulebook to work).  This was probaly your problem.
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Spriggan

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Re: Call for players
« Reply #110 on: November 12, 2003, 01:42:19 PM »
also notice at the very bottom of the page is the SkillPoint value (ie how many you have left).  Use the full screen option (f11 in IE) if you want the page to fit completly in the window without scrolling.
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The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers

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Re: Call for players
« Reply #111 on: November 12, 2003, 03:40:06 PM »
cool, i'll try it again in a little bit.

Lieutenant Kije

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Re: Call for players
« Reply #112 on: December 02, 2003, 03:08:35 PM »
So how are things for people?  Is it time to get this going again?

The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers

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Re: Call for players
« Reply #113 on: December 02, 2003, 05:27:25 PM »
I'm all for it.

Spriggan

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Re: Call for players
« Reply #114 on: December 02, 2003, 08:13:42 PM »
Ya it is.  I'm working on stuff for Ninja day, so assumeing Entropy gets me his character info we can start next week.
Screw it, I'm buying crayons and paper. I can imagineer my own adventures! Wheeee!

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Lieutenant Kije

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Re: Call for players
« Reply #115 on: December 02, 2003, 08:31:58 PM »
Now it's been a while since I looked at it, but I remember having trouble using the character development program to get what I wanted.  I know droid repair and programming were applicable skills, and repulsorlift (if I remember it right) stuff is probably applicable too, but I don;t know what a repulsorlift is.  There wasn;t a skill that seemed to help with general repairs and mechanics as opposed to specifically repairing droids or repulsor-whatevers.

And I remember you had said something about how we could create a class (which seemed appropriate) butthat it wasn't currently available in the program.  Maybe you could make suggestions, Sprig, based on the info I sent you about my character, as to how he shouldbe built.  But if that's too much work (and it may be) then let me know and I'll try and work it out myself with what I can learn.

Lieutenant Kije

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Re: Call for players
« Reply #116 on: December 02, 2003, 08:34:21 PM »
I just read my own post, and noticed that I made a funny typo.  I merged "but" and "that" into one word, and when I read it to myself I pronounced it butt-hat in my mind.  Ha!

I guess I easily amuse myself.

The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers

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Re: Call for players
« Reply #117 on: December 02, 2003, 09:10:50 PM »
butt hat. Heh. We should market that.

Repulsorlifts are things like Luke's landspeeder in Ep IV or the speeder bikes in Return of the Jedi, or, presumably, the air cars all over Coruscant in the prequels, as well as the tanks the battle droids use in Phantom Menace.

Lieutenant Kije

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Re: Call for players
« Reply #118 on: December 02, 2003, 09:21:51 PM »
I see.  That's a handy thing to know how to meddle with, then.

JP Dogberry

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Re: Call for players
« Reply #119 on: December 02, 2003, 10:38:12 PM »
Hmm...you said you could join any time, right? Since I'm not in any games at the moment, if you don't mind another player I might join. Sound ok? And can you remind me what I'd need to do for a character again?
Go go super JP newbie slapdown force! - Entropy