Senior Member
Join Date: Feb 2007
Location: Nottinghamshire, United Kingdom
Posts: 1,265
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I'm adding the Council of thieves AP Bestiaries, but i've noticed that the Broken condition for weapons isn't implemented under the adjustments section.
Perchance is this on a to do list somewhere, Or should I just go ahead and try to add the mechanism? |
#1 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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"Equipment, Broken"
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#2 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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I have to agree that has gotten me on numerous occasions. It got me so often I copied it and made a "Broken Condition" adjustment also. Now my players and I never not find it.
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#3 |
Senior Member
Join Date: May 2011
Posts: 133
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This is something I could add to armor or weapons, but calculates the broken penalties.
Was thinking of coding this as a "Curse" instead, but its not fixed so not sure how to do this. Any help would be appreciated. |
#4 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2011
Location: Nowhere, Virginia
Posts: 3,633
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I would like to put in a request for a clickable checkbox or thing for an item's condition to be broken. I find that my players are frequently breaking weapons and armor and it would be nice to just click the condition on the item and the necessary penalties be applied.
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#5 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2011
Location: Nowhere, Virginia
Posts: 3,633
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found it, thanks
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#6 |
Senior Member
Join Date: May 2011
Posts: 133
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Quote:
And while you're at it maybe put the Hitpoints/Hardness of the item here with a little text field for keeping track of damage to the item. GM seems to love to sunder our stuff! |
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#7 |
Junior Member
Join Date: Jan 2012
Posts: 20
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+1 for adding the broken condition.
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#8 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Broken is usually going to be a temporary condition - something that's added when your weapon gets sundered, and fixed (or tossed and replaced) when you get to a town.
That's why it's an adjustment on the Adjust tab, and not a permanent checkbox in the custom item dialog - it's easier to add and then later, turn off an adjustment than it is to edit and re-edit a custom weapon. |
#9 |
Senior Member
Join Date: Aug 2005
Location: Chicagoland
Posts: 397
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Casting Raise Dead on this thread...
Still no answer/thoughts on the following? "And while you're at it maybe put the Hitpoints/Hardness of the item here with a little text field for keeping track of damage to the item." We're constantly looking up the Hardness/HP for items. It would be nice if HL did this for us. It already knows mostly everything it needs to figure it out, at least give a default for the item and allow users to edit it and track damage. When magic items get damaged, it can sometimes be a a long while before they are fixed, the CL required can be higher than the party many times so it sits unfixed. -Jamz RPTools.net | MapTool Discord Invite Download Latest MapTool Release | Download Latest TokenTool Release |
#10 |
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