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mirtos
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Join Date: Oct 2011
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Old November 17th, 2014, 02:50 PM
Quote:
Originally Posted by Sendric View Post
I believe this is actually intended. An adjustment is meant to take your existing deflection AC and change it however you wish. What we really need is more spell adjustments, which wouldn't stack. I'll add this to the to-do list.
seems odd to me to have them stack. i guess ill have to create some specific adjustments for my game that dont use the "adjustment" but i would expect that a deflection adjustment under the temporary adjustments to follow the normal rules of stacking. if they are meant to ignore the stacking then there is very little difference to AC and AC (Deflection)

ive always used the temporary adjustments as a quick and dirty way to do an effect that doesnt fit a spell that will be reused ("for 5 rounds you get a +3 deflection bonus because the god smiled upon you").
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Sendric
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Old November 17th, 2014, 05:04 PM
Quote:
Originally Posted by mirtos View Post
seems odd to me to have them stack. i guess ill have to create some specific adjustments for my game that dont use the "adjustment" but i would expect that a deflection adjustment under the temporary adjustments to follow the normal rules of stacking. if they are meant to ignore the stacking then there is very little difference to AC and AC (Deflection)

ive always used the temporary adjustments as a quick and dirty way to do an effect that doesnt fit a spell that will be reused ("for 5 rounds you get a +3 deflection bonus because the god smiled upon you").
I could be wrong. To be honest, I'm making an assumption since I didn't create the adjustments myself. Either way, I think we do need to add spell conditions like Pathfinder has.
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mirtos
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Old November 18th, 2014, 07:37 AM
I agree with you on spell conditions. I've created some of the more common ones that I use. I will look and see what they are and whats missing, and if you're interested, include them. Im hoping your wrong on adjustments though. Because I think adjustments should still followthe normal "stacking" rules to help DMs like me that do things off-the-cuff.
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Sendric
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Old November 18th, 2014, 08:19 AM
Quote:
Originally Posted by mirtos View Post
I agree with you on spell conditions. I've created some of the more common ones that I use. I will look and see what they are and whats missing, and if you're interested, include them. Im hoping your wrong on adjustments though. Because I think adjustments should still followthe normal "stacking" rules to help DMs like me that do things off-the-cuff.
I'm more than happy to include anything you want to provide. Thanks!
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OverTheSwamp
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Join Date: Nov 2011
Location: Oregon
Posts: 21

Old December 1st, 2014, 10:50 PM
In reference to a bug as follows:
Adjust tab
Temporary or Permanent Adjustment
Power Attack

Adjusting this modifier affects the Attack modifier, and Armor Class? :/
My work around is to have separate weapon and damage adjustments.

Cheers.

Last edited by OverTheSwamp; December 5th, 2014 at 08:40 PM. Reason: Double cheers
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Sendric
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Old December 2nd, 2014, 05:15 AM
Quote:
Originally Posted by OverTheSwamp View Post
In reference to a bug as follows:
Adjust tab
Temporary or Permanent Adjustment
Power Attack

Adjusting this modifier affects the Attack modifier, and Armor Class? :/
My work around is to have separate weapon and damage adjustments.

Cheers
Yep. That's not right. I'll get that fixed. Thanks for the report.

Update: I have fixed this with one caveat, which I noted in the adjustment description. When using a double-weapon as a double weapon, the damage bonus is being applied to the second attack. Based on my interpretation of the feat, this should not happen. The second attack of a double-weapon is considered light so the damage bonus from Power Attack doesn't apply. Unfortunately, I can't figure out a way to avoid the damage bonus being added so users will need to make note of that. Otherwise, it seems to be working.

Last edited by Sendric; December 3rd, 2014 at 07:04 AM.
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Neddy
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Join Date: Mar 2012
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Old January 12th, 2015, 11:04 AM
Hi everyone ,I notice when I do my Mage Drow Whit the Tainted Scholar Prestige Class it have to many spell Slot. I put in attachment.
It have 18 in depravity that and 14 in corruption. Check It if you have the time. I made customs adjustments for the moment.
Attached Files
File Type: email Malag Drūgur.por (158.4 KB, 1 views)
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Sendric
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Old January 12th, 2015, 11:55 AM
Quote:
Originally Posted by Neddy View Post
Hi everyone ,I notice when I do my Mage Drow Whit the Tainted Scholar Prestige Class it have to many spell Slot. I put in attachment.
It have 18 in depravity that and 14 in corruption. Check It if you have the time. I made customs adjustments for the moment.
Thanks for the report. Looks like I may need to work on my script some. I'll let you know if/when I come up with a fix.

Update:

I have a fix. I wasn't properly calculating the ability score bonus for spell casting. The fix will be available in the next release, however if you want it sooner you can apply the following change:

In the 3.5 Heroes of Horror .user file, find Tainted Spellcasting in the Class Specials tab. In Eval Script #1, change the following code:

Code:
~determine bonus spell score
var bonspell as number
bonspell = 10 + hero.childfound[pDepravity].field[pAdjust].value

foreach pick in hero from BaseClHelp where class

 ~determine chosen class's spell-casting attribute bonus
 var att as number
 att = eachpick.field[cSplAttVal].value-10
 att = round(att/2,0,-1)

 bonspell -= att
 eachpick.field[cSplAttBon].value += bonspell

nexteach
to:

Code:
~determine bonus spell score
var bonspell as number
bonspell = hero.childfound[pDepravity].field[pAdjust].value
bonspell = round(bonspell/2,0,-1)

foreach pick in hero from BaseClHelp where class

 ~apply attribute bonus to chosen class
 eachpick.field[cSplAttBon].value = bonspell

nexteach
That should resolve the problem. Let me know if it doesn't or if you see any other issues. Thanks again for the report.

Last edited by Sendric; January 12th, 2015 at 03:25 PM.
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simonb530
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Join Date: Nov 2014
Posts: 2

Old January 14th, 2015, 04:42 PM
I think I have found two bugs:

1) The wolf's damage on bite should be 1.5x Str Mod. as stated in the MM(pg. 6). I haven't seen this error with other Monsters.

2) The Crusader class adds the charisma modifier to saving throws.

Also side, note is there a way to have fractional BaB and saving throws taken into account.

Thank You
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TobyFox2002
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Join Date: Nov 2013
Location: Andover, Ma
Posts: 632

Old January 18th, 2015, 10:26 AM
Sorry for the delay.

1) It sounds like an issue with the bite of the wolf not being counted as a primary, shouldnt be too hard to fix..

2) It is adding the Cha mod to will saves (maybe it was already fixed).

3) Fractional base saves is very complicated. I do not think anyone has tackled this issue. I'd take a crack at it but I am absolutely horrible at math.
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