JML wrote:Well, putting things this way, 2*DR is just EP in disguise
This just means that flexible armours have a default EP = DR, waiting for you to customize it later on if you will
I suppose I could implement it such that armor has EP = DR by default. Shouldn't be too much extra work, and would allow later customization.
JML wrote:Do you plan to do anything close to GCS in your framework ?
Oof. Certainly not in MapTool 1.3, and probably not ever, unless this becomes a paying project. Since the the awkward, limited MTScript language will be replaced by Javascript in MapTool 1.4, it makes little sense to invest hundreds of hours of programming, debugging, and data entry in new MTScript code until MapTool 1.4 is stable. A far better use of time would be to create a GCS-to-Maptool converter in Java, as has been suggested above.
On a more fundamental level, I'm reluctant to try to create a full-blown character builder in MapTool. GURPS has a notoriously complex ruleset. GCS and its official analogue, GCA, are excellent character-construction aids that have been in development for
years, and even they sometimes don't get the rules right. Duplicating the functionality of either GCA or GCS in MapTool would require hundreds of hours of programming, debugging, and data entry to solve a problem that's twice been seriously addressed and (mostly) solved.
There's also something to be said in favor of keeping token creation simple. Many, if not most, token creations will be for mooks and monsters that don't require a full character sheet. For those, the streamlined token structure is relatively quick and easy: pull in a png, change the default attributes, and slap on weapons and armor. For those PCs and important NPCs that require a full character sheet, we can aim for a GCS importer.