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#11 |
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#12 |
Senior Member
Join Date: Jul 2005
Posts: 181
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In fact, when I went to look-see, it's specifically noted noted under magic armor, which sort of points to it being most emphatically NOT base armor. Pg. 220 of DMG ------------- By Lenin's Beard Gel! |
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#13 |
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I read the DMG entry (which isn't open content) and then read the RSRD entry (which is). Neither of them say "this is not a base armor". So, we come back to my question, why can't you modify elven chain if you find it? Its made of mithral, so meets the masterwork requirement for magical armor.
In fact, any of the specific armors can be modified further if the characters have a) the money and b) the skill to do so. |
#14 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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At 09:06 PM 2/12/2007, you wrote:
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-Rob |
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#15 |
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I'm hurt! :lol: |
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#16 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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At 03:07 AM 2/13/2007, you wrote:
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Given that the user can construct elven chain from the base armor types presented in the table, one could readily argue that "elven chain" represents a "derived" armor type instead of being a "base" armor type. It can also be readily argued that the base armor types presented in the table form the core set of components upon which any type of armor can be constructed, which therefore establishes them as an appropriate "base" set of armor types, with anything else being "derived". Obviously, none of this is absolute. But, given that there is no specification either way and a purely subjective choice needs to be made, it's a well-reasoned and perfectly serviceable framework to utilize. It's also one that will likely be shared by a large percentage of the user population, as evidenced by the comments already posted. We can argue the relative merits of whether it's pronounced "toe-may-toe" or "toe-mah-toe" till we're blue in the face. Without anything absolute either way from the SRD, we chose the framework that we did within the d20 files based on what seemed (a) accurate and (b) intuitive. If we determine it needs to be changed at some point in the future, it can be changed. I have no intention of arguing subjective choices where there is no "right" answer. If a GM rules that elven chain is a "base armor type" for his game, then that is his prerogative. Since Hero Lab allows the desired armor to be constructed out of the necessary components, this is irrelevant to HL and something between the players and GM. In the end, the user is covered, either way. That's really all that matters, as far as I'm concerned. -Rob |
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#17 |
Junior Member
Join Date: Feb 2007
Posts: 3
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I can get spells on a costum list just fine. The problem I'm having (running vh but have had it since spellcasting was added to the editor), is that no matter what I try, I can't seem to get my class to have any spells-per-day. The button's on top (of the class panel) for spells-per-day is always blank, and if I add a spell to my list, no spell tab appears and I have no spell castings.
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#18 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
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At 11:01 PM 2/17/2007, you wrote:
>I can get spells on a costum list just fine. The problem I'm having >(running vh but have had it since spellcasting was added to the >editor), is that no matter what I try, I can't seem to get my class >to have any spells-per-day. The button's on top (of the class panel) >for spells-per-day is always blank, and if I add a spell to my list, >no spell tab appears and I have no spell castings. Hi there, Could you email me the files that you're having this problem with? Please send them to colen@wolflair.com so that I can take a look at them. Thanks, -- Colen McAlister (colen@wolflair.com) Chief Engineer, Lone Wolf Development http://www.wolflair.com/ |
#19 |
Junior Member
Join Date: Feb 2007
Posts: 3
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Okay, the files are on their way (trying to manually add the dread necromancer class from hero's of horror).
Let me know if you got it. |
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