<weighing in...>
henesua wrote...
I'm considering making a substantial change to innocuous familiars, but before I do so I want to ensure that it won't create a barrier to others using my system. The gist is that I want to put most of the things that a familiar gets on their hide: Special feats, abilities, skill bonuses, possible bonus spells etc... With the default familiars there won't be all that much of this, BUT this becomes quite beneficial when introducing special familiars.
This is *my* preferred methodology - implement new systems in parallel. I do encourage this. In fact, I'm pretty damn excited about it :-)
As I mentioned above I have implemented different appearances for familiars, and different appearances can be linked to different benefits received by the familiar's master. But the different appearances of a familiar do not change the creature blueprint. The easiest way to swap special abilities in and out is to have these abilities on the familiar's hide, and exchange hides based on appearance.
The familiars of Amethyst fit this system perfectly. Familiars are helping spirits bound by various bargains into mortal creatures. The greater the power of the spirit, the stronger the host must be, but the death of the host doesn't mean the loss (except in the short-term) of the spirit so bound.
Interesting side-note, Bother discovered her alternate form during a particularly confusing and nasty period where my familiar spirit - possessing a raven - was herself possessed by a rather clever, if not quite clever-enough hag who had an axe to grind (literally) with me. Now Bother can (usually just to annoy me) take the form of a nasty old storm hag. And she's taken to *experimenting* with an old ratty cauldron *shudders*.
So, yeah, I do like the alternate appearances for familiars :-)
The downside is that this relies on various item property 2das. I suspect that most builders will have fully kitted out these 2das already, and so any creature hides that I make might have the wrong item properties on them - wrong feats... etc... - because our item property 2das wouldn't merge properly. One way around this will be to pad the item property 2das a great deal.
Question 1: is it worth it for potential users that I pad these 2das a couple hundred indexes?
I think so, yes.
Question 2: will this cause a problem for the CCC? I understand the CCC has its own padding rules. If I exceed these will it be a problem?
I'll let AD make the final determination on that, since he's doing all the heavy lifting these days :-)
However, my own feeling is that the various padding rules and 2DA coordination guidelines were doomed from the start, as they tried to work nice with every other major project out there.
Hence, I no longer bother trying to make my entries dodge between the old CCCs, the CEP *and* the Q. I just add them onto the end of the Bioware reserved lines and let builders adjust them to their particular custom 2DAs... which are *always* different :-P
<...far too much>
Modifié par Rolo Kipp, 06 janvier 2013 - 05:49 .