The Players' Guide and Cadaver Draconis Updates continue apace, and I'm now half-way through updating the
Character Generator with notable items (Knight, Barbarian, Sorcerer, Mystic, Assassin, Elementalist, and Warlock done - Demonologist, Knave, Hunter, Priest, Thane and Friar yet to do). There are
a lot of values to poke into the tables, so it's taking longer than I expected. Expect the other professions to be completed in the next week or so.
I've changed magic armour from being randomly generated to being that which is the best that the profession can wear:
- padded leather for sorcerers, elementalists and demonologists;
- mail hauberk for assassins, mystics, friars, hunters, knaves and priests;
- mail armour for barbarians, warlocks and thanes; and
- plate armour for knights.
Other improvements I want to make are:
- Identify duplicates (happens a lot with potions) and list each item only once, but with a multiplier next to the line.
- Alphabetize the list.
- Try and make it more logical - tie weapons to weapon groups, avoid magical two-handed swords and shields appearing in the same list, etc.
- Give a chance of a warlock's magical armour or weapon being one of his Major Enchantment items (assuming he has the skill).
- Provide a chance that a magical item is cursed.
Whilst I'm still working on it, is there anything else folks would want to add to the notable possessions algorithms in the Character Generator?
One think I definitely WON'T be doing, is adjusting stats (Attack, Defence, etc.) based on notable possessions - not because it's too difficult to do, but because they only apply when the weapon/armour is wielded/worn, which may not be the case during the encounter for which the NPC has been generated. Additionally, if an NPC has multiple magical weapons, which one should apply its bonuses to the base ability score?