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-   -   Custom Ability Level? (http://forums.wolflair.com/showthread.php?t=7323)

DannyBoy2k December 7th, 2007 01:31 AM

Custom Ability Level?
 
Would it be possible to have a level marker for custom abilities? 'Available at level X' sort of thing? Or, failing that, how would I go about doing this on my own? (It's been 6 months since I used the HL editor last...)

And now, Colen is hiding. 'My god, he's BACK!' ;)

Colen December 12th, 2007 01:25 PM

Custom Ability Level?
 
DannyBoy2k wrote:
>
>
> Would it be possible to have a level marker for custom abilities?
> 'Available at level X' sort of thing? Or, failing that, how would I go
> about doing this on my own? (It's been 6 months since I used the HL
> editor last...)
>
> And now, Colen is hiding. 'My god, he's BACK!' Wink


aaaaahhhhhhhh! I read your email and immediately left for a weekend in
Houston, I was so terrified. ;)


I'm not sure what you mean by a 'level marker' for custom abilities -
you mean restricting them so they can only be used at a certain level?
Just define a "Pre-req" for the ability, such as:

~ Only valid if we have at least 5 Cleric levels
@valid = 0
if (hero.tagcount[Classes.Cleric] >= 5) then
@valid = 1
endif


Unfortunately there's currently a bug that means the ability won't be
disabled properly in the list. Once we fix that in a future edition,
you'll be good to go.


Hope this helps,

--
Colen McAlister, colen@wolflair.com
Chief Engineer, Lone Wolf Development

DannyBoy2k December 16th, 2007 10:09 AM

Quote:

aaaaahhhhhhhh! I read your email and immediately left for a weekend in
Houston, I was so terrified.
Whoa. Now, that is impressive...and a bit worrying. Anyhows, that is pretty much what I meant. Sorta like with spells. 'spell level' and a meny. Though I'm willing to bet this works nicely too. As soon as you work that bug out, of course. ;) Working in the Tome of Battle, 9 Swords classes, this will be very handy.

But, something else appears. Is there any way to note a special type of custom ability? There are several schools, sort of like magical schools, in the book. And some maneuvers require you to have at least X other maneuvers in the same school?

Colen December 17th, 2007 02:11 PM

I fixed the bug, so it'll be sorted in the next version of HL. :)

For Tome of Battle stuff, I believe that everything can be modelled as Psionic Powers, not custom abilities. Stances would be custom abilities, but maneuvers work just like powers, IIRC.

DannyBoy2k December 19th, 2007 01:12 AM

Errr....well, ok. I'll bite. How in the wide wide world of d20 would I do that?!

Colen December 20th, 2007 01:13 PM

Custom Ability Level?
 
DannyBoy2k wrote:
>
>
> Errr....well, ok. I'll bite. How in the wide wide world of d20 would I
> do that?!


From what I remember from Tome of Battle, you can map them like so:

Stances = Custom abilities

You start the game with a number of stances, and you get more as you
increase in level. So your stances work just like custom abilities.

Maneuvers = Psionic Powers

Each class has its own list of maneuvers, and you can use a certain
number of maneuvers per encounter (IIRC). The number of maneuvers you
get is the number of power points the class gets per level. So if the
class got 2 maneuvers per encounter at level 1, and 3 at level 2, it
would have 2 PP at level 1, and 3 PP at level 2.

Your hero can only know a certain number of maneuvers, so that's how
many powers he knows at each level. If the class gets 5 maneuvers at
level 1 and 6 at level 2, he gets 5 powers known at level 1, and 6 at
level 2.

Finally, each class has its own list of maneuvers. So the maneuvers
would be added as psionic powers.


Does that help?


--
Colen McAlister, colen@wolflair.com
Chief Engineer, Lone Wolf Development


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