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| - | ==== Characters ==== | ||
| - | When a Character Card is "locked" to a game, it creates a "Generated Character" for the duration of that game. | ||
| - | Every generated character in EXODE has background information (name, gender, planet of origin, faction), current status (health, wounds, stress level, current happiness) and a number of [[character-profile-skills-rtm|skills]] that we call their "profile". The keywords on your Character Cards are called "[[character-profile-traits|traits]]" and affect the generation of background information and skills. | ||
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| - | It should be noted that, in EXODE, for simplicity, skills encompass a very broad range of concepts so that the same mechanics can be used throughout. This removes many of the endless tables and memorization of traditional role-playing games like Dungeons & Dragons (D&D). Thus, not only do EXODE skills encompass traditional skills but also things that D&D considers innate abilities and attributes -- so that all can be handled in exactly the same simplified, unified fashion. | ||
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| - | For example, in many role-playing games, attributes like "Constitution" or "Dexterity" are numeric scores which may or may not modify things like hit points, saving throws or success chances (often requiring a table to sort out). In EXODE, whether you succeeding at not dying when damaged is a direct comparison between damage and TOUGHNESS //**skill**// * 2 (which is basically the same as D&D's hit points). Similarly, your chance of succeeding in not taking damage from a hit on the shields to which you are brain-wired (or dying from poison) simply requires a check against your TOUGHNESS //**skill**// (rather than figuring out which D&D saving throw table is most applicable). | ||
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| - | Further, in EXODE, you | ||
| - | * don't have to understand all of these profile skills, | ||
| - | * most often don't know their exact values at the start of the game (see [[evac2-alter-crew|investigating and altering your generated crew]]), and | ||
| - | * generally only have to pay attention to whether they have significantly good or bad values. | ||
| - | Helpfully, when generated characters //**do**// have exceptionally good or bad values (whether due to innate rolls or the effects of other characters and/or items), the associated trait appears on the visual representation of that generated character -- so you can even ignore the skill scores entirely and just pay attention to their associated traits. | ||
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| - | A complete list of character //**SKILLS**//, their descriptions and their associated traits can be found [[character-profile-skills-rtm|here]]. There is a complete list of character //**TRAITS**//, their descriptions and their associated skills [[character-profile-traits|here]]. | ||
