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Colen
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Posts: 4,690

Old June 8th, 2007, 05:39 PM
Culhwch wrote:
>
>
> I'd like to see support for monstrous classes,


What do we need to do to support these? I was under the (perhaps
erroneous) impression that you could do these just like normal classes.


> epic level stuff, and an
> easier way to get some of the trickier stuff done in the editor.


We've added some improvements to the editor this week, to make it easier
to (for example) pick which weapon proficiencies a class has and which
attributes a skill is linked to.


> For example, while we can use the editor to add a spell level to an
> existing caster, I had to do some manual editing of the file to add one
> divine caster level and one arcane caster level.


You added Arcane and Divine spellcaster levels to the same class? How
did you do it? I didn't think that was possible


> I also had to manually
> edit the file to get a class to have access to fighter bonus feats;
> actually being able to choose which feats are a classes bonus feats
> would be a great extention of the editor.


We don't have a good solution for bonus feats yet, unfortunately. The
ideas we have outlined so far come under the category of "Would work
really well, we just need to spend 2 weeks working solidly on it and
doing nothing else" which is sub-optimal.


Thanks for your feedback!


--
Colen McAlister (colen@wolflair.com)
Chief Engineer, Lone Wolf Development
http://www.wolflair.com/
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Lion_Knight
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Posts: 14

Old June 8th, 2007, 07:27 PM
I have a small suggestion that would be nice.

maybe a house rule or optional rule for action points.
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Culhwch
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Join Date: Jan 2007
Posts: 48

Old June 8th, 2007, 10:02 PM
>>
>> I'd like to see support for monstrous classes,
>
>
>What do we need to do to support these? I was under the (perhaps
>erroneous) impression that you could do these just like normal classes.

Monstrous classes combine a monster's hit dice and level adjustment into a class. So, for example, a "centaur class" would be 6 levels, 4 of which add hit dice, skill points, etc. and 2 that do not, but could add other things (say going from a medium creature to a large creature for a centaur). If this currently can be done, that's cool. I would just need to figure out how to do it.

>
>> epic level stuff, and an
>> easier way to get some of the trickier stuff done in the editor.
>
>
>We've added some improvements to the editor this week, to make it >easier
>to (for example) pick which weapon proficiencies a class has and which
>attributes a skill is linked to.

Very cool!

>> For example, while we can use the editor to add a spell level to an
>> existing caster, I had to do some manual editing of the file to add one
>> divine caster level and one arcane caster level.
>
>
>You added Arcane and Divine spellcaster levels to the same class? How
>did you do it? I didn't think that was possible

Instead of the template the editor puts in for added magic levels, I changed the template to the Mystic Theurge template which lets you choose a divine and arcane spellcaster level to add. I had to edit the file manually as I didn't see a way to to it in the editor. Not that big of a deal, if I only have to do it once, but I have had to redo the class panel a couple times for that class, so I do have to remember to go in and change it.

>> I also had to manually
>> edit the file to get a class to have access to fighter bonus feats;
>> actually being able to choose which feats are a classes bonus feats
>> would be a great extention of the editor.
>
>
>We don't have a good solution for bonus feats yet, unfortunately. The
>ideas we have outlined so far come under the category of "Would work
>really well, we just need to spend 2 weeks working solidly on it and
>doing nothing else" which is sub-optimal.
>
>
>Thanks for your feedback!

Not a problem. Keep up the great work!
Culhwch is offline   #13 Reply With Quote
Culhwch
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Join Date: Jan 2007
Posts: 48

Old June 10th, 2007, 02:30 PM
Quote:
Originally Posted by Culhwch
>>
>> I'd like to see support for monstrous classes,
>
>
>What do we need to do to support these? I was under the (perhaps
>erroneous) impression that you could do these just like normal classes.

Monstrous classes combine a monster's hit dice and level adjustment into a class. So, for example, a "centaur class" would be 6 levels, 4 of which add hit dice, skill points, etc. and 2 that do not, but could add other things (say going from a medium creature to a large creature for a centaur). If this currently can be done, that's cool. I would just need to figure out how to do it.
Oh, and I should also mention that, unlike other classes, if you are taking levels in a monster class, you can't multiclass until you have taken all the levels in the monster class (so, for example, I can't take my first level of fighter until I've taken all 6 levels of centaur). Also, I can't take levels in any other monster class (so no 6th level centaur/5th level hill giant's running around).
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Lawful_g
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Old June 11th, 2007, 07:49 PM
I'm not sure how you'd implement it, but something for substitution levels? Right now I am making a second class for one of My PCs who has taken a substitution level that assumes he'll take all the available substitution levels, but in case I change my mind and decide to take the normal level at a later date I would have to re-design the class.
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Lawful_g
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Old June 12th, 2007, 09:23 PM
How about the ability to make custome materials, i.e. in the Dragonlance Campaign Setting there is no such thing as Mithral, instead there is Dragonmetal, which is similar but with a natural enhancement bonus. Adamantine is replaced by starmetal, so on and so forth. Certain sourcebooks have added new materials, like Green Steel in one of the Feindish codexs (I can't remember which) and Kheferite (sp?) from Sandstorm...
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rob
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Posts: 8,232

Old June 13th, 2007, 02:26 AM
At 06:45 PM 6/8/2007, you wrote:
Quote:
All in all, it's a big job that I don't think we're ready for yet. It's
definitely on our list, though.
Just to clarify. By "ready for yet", Colen is saying that we've got too many other things on our todo list that we want to get done first. We're not yet ready to stop work on everything else for the better part of a week to get this one capability added. There are other things that are more important still.
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rob
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Old June 13th, 2007, 02:33 AM
At 06:25 AM 6/7/2007, you wrote:
Quote:
More tutorials/documentation to help me learn XML would be nice... My brain fails me for the rest. I'll try and think of something more.
Do you honestly mean you want docs on XML in general? Or do you want more docs on the XML structure of the HL data files? For the former, there are a myriad good resources available - both online and via books you can buy at the local computer store. For the later, I hear you. I want to be able to write the docs, but there just aren't enough hours in the day to get everything done right now. If I only had a clone, I'd be in great shape....
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rob
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Old June 13th, 2007, 02:43 AM
At 08:49 PM 6/11/2007, you wrote:
Quote:
I'm not sure how you'd implement it, but something for substitution levels? Right now I am making a second class for one of My PCs who has taken a substitution level that assumes he'll take all the available substitution levels, but in case I change my mind and decide to take the normal level at a later date I would have to re-design the class.
This is something that we've mapped out how to solve, and it's not going to be all that difficult, provided I get one critical new thing added to the engine. Now I just have to get that added (amongst dozens of other things that are needed) so that Colen can integrate substitution level handling in the d20 data files. :-)
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Colen
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Old June 13th, 2007, 11:30 AM
Lion_Knight wrote:
>
>
> I have a small suggestion that would be nice.
>
> maybe a house rule or optional rule for action points.


I was just reading up on these, and the rules seem a little unclear.
They say you start at 1st level with 5 action points, then gain 5 + half
character level each level after that. So does that mean that a second
level character who didn't spend any of his first 5 action points now
has 11 when he hits 2nd level? Or once you get to 2nd level, are your
1st level action points forgotten entirely and you now have used 0 of a
possible 6?


--
Colen McAlister (colen@wolflair.com)
Chief Engineer, Lone Wolf Development
http://www.wolflair.com/
Colen is offline   #20 Reply With Quote
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