DQCS Custom Data: Difference between revisions

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The "Custom" sheet is for entering additional items and abilities not in the standard lists. For example:

  • You pick up a magical or weaponsmithed sword, with different damage or SC
  • You've learnt a custom talent or spell, or perhaps one from another college.
  • You have gained a special EP discount for a particular skill

This page describes how to set up your Character sheet do this.

General enchantments or buffs to standard stats and calculations are treated separately and described here.

Custom Weapons

A custom weapon is anything that doesn't have the same stats as a bulk-standard weapon from the equipment list. That includes normal weaponsmithed weapons you can buy from the guild, as well as more special weapons you pick up on adventure.

Modified Weapons

Most custom weapons are simply modifications to existing weapons, although rarely you may have a completely new and rankable weapon. To enter a modified weapon, do the following:

  1. Go to the Modified Weapons table at the top on the Custom sheet.
  2. Enter the name of the weapon in the first column. (eg "Magical Tulwar")
  3. Select a weapon that this is based on. This is used to get the default values for the new weapon. (eg: "Tulwar")
  4. Enter any values that are different from the base weapon. For example, if it is a +2 Damage Tulwar (making it D+6), enter "6" into the "DM" field.
  5. If there is anything unusual or variable about the weapon that you need to remember, enter in in the "Secial Notes" field. (For example ("+2 DM against Undead")

The field names are as per normal DQ Weapons tables, with the most important fields being SC and DM . The full list of fields is:

Field Description
Wt Weapon Weight in pounds
PS Physical Strength Requirement
MD Manual Dexterity requirement
SC Base weapon Strike Chance (technically, this should be "BC")
DM Base Damage of weapon, ie Damage = D10 + DM.
Range in Hexes
DM Class A, B or C
Usage Any combination of M,C,R (Melee, Close, Ranged)
Magical if the damage is magical, for reference only (some things can only be hit by magical weapons)
Special Free text to put anything of interested about the weapon.

New Rankable Weapons

If you have a new weapon type with its own ranking, enter it into the New Rankable Weapons table. Exactly the same data is entered as above (and you can still base it on an existing weapon if you like.) However you now also also need to fill in extra EP data in the custom EP Tables just below.

  • Enter the maximum rank and EP cost for each rank.
  • The EP Discount will probably be left blank (how often would you have a EP discount for custom abilities?), but enter a percentage in here if you do need it.

Custom Skills

The New Skills table is for entering custom rankable skills. Similar data is required as per rankable weapons: Simply enter the name of the skill, an EP Discount (if there is one), the maximum rank of the skill, and EP Requirement for each rank.

By default the new skill will be unranked. If you "automatically" got it at Rank 0, you will need to manually set the rank to zero in the Ranking sheet.

Custom Shields

The Custom Shield Table is used to enter data for any shield or weapon that provides defence when you carry it. The data is similar for custom weapons:

  1. Enter the shield name (eg "My Magic Round Shield")
  2. Enter the name of the standard shield which this is based on. This is used to provide default for any fields you don't fill out.
  3. Override any of the standard shield values:
Field Description
Weight Weight in pounds
Def/Rk Amount of defence per rank in base weapon (eg Shield)
MD Loss Manual Dexterity loss when holding the shield. Important: This needs to be a negative number (for historic reasons only) otherwise you'll end up gaining MD!
Ranged Def/Rk Defence from Ranged attacks per rank in base weapon. (Currently Ranged defence isn't shown anywhere, but it will be put back at sometime)
Base Weapon The Rankable Weapon used to find the rank if the shield. (Normally Shield or main-gauche)

If your shield also has non-standard weapon stats (eg extra damage) you also need to add an entry in the "Modified Weapons" tables, as described above. Make sure the names of the weapon and shield are identical so the shield and weapon stats are matched up.

Once you have finished, add the shield into your equipment list and select it in the loadout.

Custom Armour

As per weapons and shields, enter custom armour as follows:

  1. Enter name of the armour
  2. Choose the standard armour type which this is based on, to get default values.
  3. override any additional fields with your custom values:
Field Description
Weight Weight factor in pounds - this is multiplied by the Racial size (eg 6 for human) to get total weight.
Prot Total normal armour protection
AG Mod Agility modifier for the armour. this is a positive number - eg 1 indicates agility is decreased by one. Note that this is not consistent with a shield's MD loss, which is negative.
Steath Stealth modifier - added directly to stealth BC.
EN Prot Protection from Endurance blows. This is part of the "Prot" value, ie can never be more.

Once you have added the armour, make sure you are carrying (or wearing) it by adding it it to the equipment list.

Custom Magic

The custom magic section allows you to set up any custom talents, spells and rituals your character gains during his or her adventuring life.

You do need to create some excel formulae to do this, but it is not difficult. Formulae are created for Base Chance, Range, Duration and Damage as appropriate. An additional field is also used to describe the effects and details of the ability as you require.

A number of pre-defined names are available for use in your Formulae. Here are some quick examples of formulae using the key names to get you started :

  • For a Spell with a Base Chance of 30%, the BC formula would be =30 + 3*Rank + SpellBonus
  • For a Talent with a BC defined as "Twice percetion + 4 per Rank', the BC formula would be =2*PC + 4*Rank + MagicBonus

The full list of names that can (and should) be used is:

Name Purpose
Rank Current Rank of the magical ability.
MagicBonus Additions to Base Chance common for all types of magic. Includes
  • College specific bonuses (Earth Mistletoe amulet, Binder Mechanicin/Philosopher Rank, Illusionist WP/Troubadour)
  • +1 for Aspect/College match
  • Any Permanent Enchantments defined for MagicBC
SpellBonus All standard additions to the Base Chance of spells. This includes :
  • MagicBonus as above
  • MA-15
  • Enchantments defined on SpellBC
MA,PC, WP Various stats. Others are also available, but these stats are typically the only ones required in magic.

From the entered formulae, the shreadsheet will automatically work out

  • Effects of Enhance Enchantment on the BC, Range and DM, when using the Enhanced Magic option
  • Differences in Base Chance when applying temporary magic on the Magic sheet

Please make sure you use the above names rather than refering directly to the cells, as the Enhance Enchantment and Temporary magic calculations will not work without them.

The full list of fields and examples of possible formulae is:

Field Description Example Formula
EPM Experience Point Multiplier, as per normal DQ Rules 250
BC Base Chance =30 + 3*Rank + SpellBonus
Range Range =15+15*Rank
(Units) Units for the Range ft
Durn Duration =1+Rank
(Units) Units for the Duration. Concatenamed to "Durn" hrs
Damage Amount of Damage spell does (if applicable) ="D10+" & Rank
Special Notes Anything else of interest you would like to see , typically a description of the spell effects =ROUNDDOWN(Rank/5,0) &" Targets doing D10+" & Rank & "DM lightening damage, save for half"

When finished entering or modifying any magical ability, click the Regenerate Spell Formulae button to generate the additional formulae required for the Temporary Enchantment BCs and Enhanced Rank calculations.

Custom EP Discounts and Extra Ranks