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Hope that helps. :) |
Thank for that, both of you ;)
I have both of my questions fixed for my character now. Quote:
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Generally, for a campaign, I make a template.
Pretty much take a base/blank new hero. Enable/disable sources to taste. Put in things like extra skill points, additional traits, flaws, hero points whatever... Set the point buy, starting gold. Basically everything is set, to what the starting character will have, prior to picking things like attributes, race, class, feats, etc. Then I just import the 'Template' within whatever campaign folder we're using (I have a folder for each campaign). The new character has the correct adjustments already in place, without needing to tinker about on a per character basis. |
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I just want to make a note of it in the ticket so that I can point others to it if I get asked. But I can't find it.... |
My copy is the same as yours... well the 'Paths to Wickedness: How to Make a Villain' is near the end of the document (page 88, onwards), but has the exact wording you quoted.
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<Rereads his book and shakes his head>
Both you gentleman are correct. Myself and 3 other players had managed to read this incorrectly, and there was ShadowChemosh apologising for a bug that wasn't. I am sorry - Thank you both for your help (and I did learn a lot more about efficient ways to use HeroLab during the process). |
Hi Shadow, I submitted a bug report to LW regarding 2-Handed Fighter's Overhand Chop and Backswing abilities. I letting you know that you should make the same adjustment in your Community Pack. It appears that the benefit for these 2 abilities are added together, when they shouldn't since Overhand Chop should be only for a single-attack actions (2x Str bonus only on 1st attack) and Backswing only for full-attack actions (2x Str bonus on 2nd and subsequent attacks). Further, it seems that this ability is not available as an adjustment unless Community Pack adjustments are loaded. Maybe a meeting of the minds between yourself and LW? :)
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Is your issue that I made the adjustment "one" thing instead of two? Cause making it be two different activations for Overhand/Backswing seems pointless. From the point of view of HL they do the exact same thing. HL has no way of understanding Full-Round vs Standard Action. So I see no use in making two different activation when the script logic is "exactly" the same which is 2x Str damage instead of 1.5x Str. Its up to the player to know if they are making a Full-Attack or a Standard Action attack. Which really only seems to matter at level 6. :) Quote:
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