Senior Member
Join Date: Jan 2013
Posts: 273
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Through gameplay and other shenanigans, I'm coming across times I need to be able to add special abilities to my players. Whether it's the class/subclass ability from one they don't belong to, or a whole new custom ability. Right now I'm handling by essentially bootstrapping the ability to some custom little bauble of a wondrous item, but I wonder if there's a better way to handle it. Is there?
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#1 |
Senior Member
Join Date: Sep 2017
Posts: 600
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That's honestly the easiest way I can come up with. Everything else would be more complicated, like custom class features or adjustments. Putting it on a dummy trinket makes it very easy to add and remove.
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#2 |
Senior Member
Join Date: Jan 2013
Posts: 273
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Alright. That makes sense. Although I’m a fan of making things all nice and neat and condensed, I can make that work. Right now I’m building the special abilities under...Class Special or somesuch. Is there a better tab that I should be using? I thought about putting it under boons, but was worried that there was something in the background of the program that could make that a pain. Would making them all boons work?
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#3 |
Senior Member
Join Date: Sep 2012
Location: Ottawa, Canada
Posts: 788
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I tend to add such things as Epic boons myself.
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#4 |
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