Savage Worlds Web Tools Update

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Gordon
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Re: Savage Worlds Web Tools Update

#61 Postby Gordon » Mon Jan 30, 2017 4:49 pm

zgreg wrote:
Kristian Serrano wrote:I mean, who really needs to be tested on 11 vs. 11, 8 vs. 8, etc.?

Maybe someone who'd like to use the trainer in a completely random fashion (the way it used to work before the changes)? I think that having it as an option shouldn't require a lot of work and it won't hurt.


It still works that way with all the extra options off. You may have to Control-Shift-R or Command-Shift-R to see the new options.

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zgreg
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Re: Savage Worlds Web Tools Update

#62 Postby zgreg » Mon Jan 30, 2017 5:36 pm

Gordon wrote:
zgreg wrote:
Kristian Serrano wrote:I mean, who really needs to be tested on 11 vs. 11, 8 vs. 8, etc.?

Maybe someone who'd like to use the trainer in a completely random fashion (the way it used to work before the changes)? I think that having it as an option shouldn't require a lot of work and it won't hurt.

It still works that way with all the extra options off. You may have to Control-Shift-R or Command-Shift-R to see the new options.

I might have cut too much of a context. In short: Kristian proposed to get rid of cases where TN equals roll result, I opt for making it an option :)

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Gordon
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Re: Savage Worlds Web Tools Update

#63 Postby Gordon » Tue Mar 28, 2017 6:05 pm

Image 4.jpg
Image 4.jpg (77.35 KiB) Viewed 302 times


Updates! Updates! Updates!

Cyberware is nearly fully usable... hope to have it done by Friday. Lots of bug-fixes and en entire class refactoring all last week to make the backend faster and easier to maintain.

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Gordon
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Re: Savage Worlds Web Tools Update

#64 Postby Gordon » Thu Mar 30, 2017 9:09 am

Cyberware should be live and usable!

There were also many bugfixes on the last update as well.

https://jdgwf.github.io/savage-worlds-web-tools/

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Re: Savage Worlds Web Tools Update

#65 Postby Nostromo » Fri Mar 31, 2017 6:35 pm

Thanks for the Updates!

Hey I was just curious when PDF printing will be supported for character generation.

Thanks!

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Gordon
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Re: Savage Worlds Web Tools Update

#66 Postby Gordon » Fri Mar 31, 2017 9:27 pm

Image 5.jpg
Image 5.jpg (35.06 KiB) Viewed 229 times


Already is! Look at the top-right buttons - PDF ;)

I'll be rewriting that to SVG more than likely, but I have other projects first,

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Zero Mostel
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Re: Savage Worlds Web Tools Update

#67 Postby Zero Mostel » Sat Apr 01, 2017 7:51 pm

Looks damn good! Just wish I could find all my stuff that was there before.
As the chicken said to the lion, "You knew the job was dangerous when you took it."

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Re: Savage Worlds Web Tools Update

#68 Postby FatherMorpheus » Sun Apr 02, 2017 7:49 pm

Funny question, have you ever thought about a random generation feature?

The idea would be to allow a GM to do the initial Book selection and maybe how many extra experience points he wants the PCs to have, and then it just randomly generates X number character sheets.

Might be nice for GM to be able to do for quick one off games.

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Re: Savage Worlds Web Tools Update

#69 Postby Gordon » Sun Apr 02, 2017 8:07 pm

I've found that random PCs in any one shot are extremely distracting to one-shot players. Each character must have a pretty narrow focus and role for the adventure so that the player can remain engaged. I can see a use for "make me a fighter" or "make me a wizard" or "make me a science officer", and a strong character template is created with random, quirky extra edges, skills and hindrances could be helpful, but a completely random player character generator I think is superfluous.


...but that's just like my opinion, man :D

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Re: Savage Worlds Web Tools Update

#70 Postby Snate56 » Sun Apr 02, 2017 10:58 pm

Semi-random then. I want to make up some pre-gens for an upcoming game. I consult the random generator which gives me a large list of archetypes available, then I choose which ones that would be appropriate for my adventure setting and it generates from there.



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