'The Magicians' again -- time period?
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@faraday said in 'The Magicians' again -- time period?:
@Tat said in 'The Magicians' again -- time period?:
It's not just 'earning' the pool, but limiting what happens when you don't have enough points in your pool (ie, what triggers that nosebleed).
As a generic "point tracker" system that's all done with manual effects, it could certainly be done as a separate plugin.
pools - Show your pools. pool/award - Staff command to award pool points. pool/spend - Player command to spend pool points.
That really has nothing whatsoever to do with FS3 though. A GM would have to manually apply modifiers or limit what abilities you could roll or whatever.
FS3 itself has no concept of point pools by design (apart from luck points) and as @Tat mentions, it would be impossible to build that in without some heavy custom modifications to the core code.
Good point - the complexity/plugin ability is really more about how much you want to be automated in things like combat and skill rolls vs having that extra step/thing for GMs to track.
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Just so. What I want is a generic point tracker that does not have any effect on the combat engine. I feel like I've said this several times now.
I can't imagine how one could code it to work within the combat engine and still be usable for a broad variety of things. It strikes me as easy to have the command to spend points say, "You have spent seven spoon-bending points in one scene, you must now pose dying of a nosebleed," or whatever you please, but quite awkward to code a set of customizable pools that act on the combat engine, in customizable ways ranging from having overspending kill you in one game's case or pool-type's case, while in another you can't overspend, you just run out and all it means is you've got to wait for another fire-belch to build up and in a third you need hugs before you can do another Care Bear Stare.
Yes, I know luck is a plug-in now. The scenes bit is new to me, but anyway, the point is, I'd like a setting so the pool can be refreshed by RPing, as luck is, AND/OR at a settable rate of time.
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@faraday said in 'The Magicians' again -- time period?:
That really has nothing whatsoever to do with FS3 though. A GM would have to manually apply modifiers or limit what abilities you could roll or whatever.
I swear I do understand the distinctions between Ares, FS3, and FS3's combat engine, but for the life of me I can't seem to talk as if I do.
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@il-volpe I understand. I was just trying to clarify how it could be done as a separate plugin, without needing to tie into FS3 at all -- which I think is what you ultimately want.
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Anyway, @SixRegrets -- does that make enough sense, and are you still interested?
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@il-volpe Yes, but getting my feet wet with Ruby's taking a bit longer than anticipated. Don't hold your breath on my part.
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@SixRegrets Not to worry. I hope I'll hear from you about it. Thanks.