Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
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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/ |
#11 |
Junior Member
Join Date: Jun 2007
Posts: 14
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I have a small suggestion that would be nice.
maybe a house rule or optional rule for action points. |
#12 |
Member
Join Date: Jan 2007
Posts: 48
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>>
>> 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! |
#13 |
Member
Join Date: Jan 2007
Posts: 48
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#14 |
Senior Member
Volunteer Data File Contributor
Join Date: Mar 2007
Posts: 1,245
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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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#15 |
Senior Member
Volunteer Data File Contributor
Join Date: Mar 2007
Posts: 1,245
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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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#16 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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At 06:45 PM 6/8/2007, you wrote:
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#17 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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At 06:25 AM 6/7/2007, you wrote:
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#18 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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At 08:49 PM 6/11/2007, you wrote:
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#19 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
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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/ |
#20 |
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