|
Post by mbfergie on Jun 17, 2016 4:37:29 GMT
I have been using this in some of my games to create loot in treasure chests and random NPC characters. What I would like to do is calibrate it even further and looking for some feedback. britferguson.us/dungeon/
|
|
|
Post by adamsouza on Jun 17, 2016 14:36:18 GMT
What game system is this generating loot for ?
It looks like some form of D&D, but the magical bonuses seem off for D&D (Longbow of +7 Charisma ?)
|
|
|
Post by DnDPaladin on Jun 17, 2016 17:02:08 GMT
This seems for D&D 5e. the +7 you got probably is because you left the maximum stat to 10. not sure, just a guess from seeing it.
the one thing i hate the most about these system is that they are all online. i preffer offline ones. hence why i took VB.net and created my own set of tools instead. for now i used the DMG tables from 5E and they have been working super fine. i think you dont need super awesome random shit generated by a random generator. i think whats in the DMG is more then sufficient to do the job. so when it comes to loot... i dont know what to tell you that you should do better. your generator seems quite packed already which to me makes it look unintuitive. like way too many options to check around to get the stuff. usually what people want is to make it easy to use. like press the button, instant loots. but if its for personnal use like i did mines. then we're not the ones who can help you make it better as we dont know what your needs are.
as for the NPC generator. i usually dont generate stats because i dont need to. most NPCs aren't combat worthy. and any NPC i need stat for is developped using my monster generators instead. looking at your NPC generator. i see its very very complete. as in you got a whole character sheet developped for it. i think thats way too far down for an NPC. but again its your app and if its for you mostly. then go for what you need.
i still think your app is cool as is. so recap of every point...
LOOT GENERATOR PROS - tons of options - Customisable to the desired Edition - Generates more stuff then the DMG could get you - Online, Availlable everywhere
CONS - Unintuitive (requires a bit of research first) - equal chance to get anything even the better stuff - kind of stats makes it too dungeon crawly (aka resist all stat) - Requires an internet connection to use
BUGS - i got a heavy crossbow with only numbers as properties. Heavy Crossbow Martial 50 gp 1d10 Piercing 18.00 100/400 12;2;4;9[/U]
NPC GENERATOR PROS - Complete (ready for anything, has loot, ideals, descriptions, etc...) - Generates a name on the fly - PDF exportation
CONS - Too much stuff (dont need to generate so much if its just for a temporary character)
BUGS - redundancy (you have personnality section in Additionnal Traits as well. aka double flaws, double bonds and ideals) - Table too close. some stats are way too close to the text itself. exemple of proficiency reading as if there was no space between text and numbers. like Proficiency2 or constitution12.
|
|
|
Post by mbfergie on Jun 18, 2016 23:06:42 GMT
Thanks for the feedback. It helps get a better feel for how it should be calibrated as I refine how it generates. It is not a far leap to move this into a desktop application either, so good thought there. I also realized that I left some of the stats as ID numbers and never spit out what they actually were, sorry about that. The stat generation was thrown together quickly and some of the stats may be rather strange as they generate, again a calibration issue. There are two reasons behind why this was created. The first is that my young nieces and nephews wanted to play and I did not have the patience to teach them the ins and outs of character creation, so much easier to keep refreshing the page until they liked a generated character. The second is I ran a campaign focused around a guild and wanted it more vibrant with actual characters I could develop alongside the players. That is why it tries to generate an actual character sheet .
|
|
|
Post by DnDPaladin on Jun 19, 2016 18:01:47 GMT
Since i created my own tools, i wouldn't really use your software though. so dont put it into desktop just for me. but i may steal a few ideas here and there from it for my own apps. dont worry i dont put my apps anywhere on the net. its for my own applications only. i dont put stuff up on the net.
all that said, that thing is a nice work be nicely done.
|
|
tsstahl
Cardboard Collector
Posts: 39
|
Post by tsstahl on Jun 28, 2016 19:25:09 GMT
I prefer the tried and true MSU method. It works in the dark, it works on a plane, it works in a car in traffic, inebriation makes it better. Make Stuff Up has no limits.
|
|
|
Post by DnDPaladin on Jun 29, 2016 22:47:09 GMT
my biggest problem with making stuff up. is that in the end you dont really keep the tecnicallities the same. say i make stuff up. i tell them they buy the sword of answering 25k golds. then a year later they sell it back to someone and i only give them 5k gold. then one of the players checkt he DMG and sees its a legendary items and thus its minimum 50k. so he wants that 25k gold. see where im going ?
Making stuff up is great for many things. as long as you can keep your bullshit into mind and not change the thing every god damn time you do it. in my above case, having learned that. that sword they would of never gotten it for 25k which was a great steal at that point. and there are things i am just not great at making myself. like names which always ends up between george, jack, roger and smith. so a generator is much appreciated to me. same with NPCs, if i have to make them up, they seem to always end up identicals. so a generators actually helps me figure out new ways of playing them.
i also like the random treasures more then just giving them stuff. because my competitive mind will always give them the better stuff and i preffer to see them plunder what they can find instead of what they really need. that way they get more creative.
|
|