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Originally Posted by OldDNDer
I see you're from Louisville? I have a friend who lives up there now. We met back in the Army at Fort Bragg. We used to play D&D back then. It was a blast. I still keep in touch with Dave. We've been friends for 26 years.
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I have a Dave that shows up sometimes at my table but he's never been in the military, so I'm 100% sure not the same Dave. Louisville's gaming community is pretty robust, I once worked with the RPGA during the 3.0/3.5 launch and was surprised at how many gaming groups are spread through the area.
Quote:
Is this wrong, as in will it cause a problem at some point?
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It's a quirky way to do it, The only issue I see is that if you create something else (like a sword or amulet) that touches BonSacred, then the bonuses will not stack, you'll just take the maximum bonus.
An alternate way would be to nest or tier your if/thens like this:
if (#totallevelcount[] >= 7) then
~ greater than 7 levels, add 3 to init
hero.child[Initiative].field[BonSacred].value += 3
elseif (#totallevelcount[] >= 4) then
~ else we are less than 7, if we are more than 4 add 2
hero.child[Initiative].field[BonSacred].value += 2
elseif (#totallevelcount[] >= 2) then
~ else we are less than 4, if we are more than 2 add 1
hero.child[Initiative].field[BonSacred].value += 1
endif
I added the comments to show you how the else logic is working since it can be confusing.