Junior Member
Join Date: Oct 2013
Posts: 3
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So I've not used the console other than to poke around. I'm not sure if this is possible but, what I'd like to do is to add the ability to roll some skill checks (pathfinder) for my players (stealth, knowledge and perception come to mind). In order to cut down the meta game angle. Ideally it would be awesome sauce to have the tactical console up and just click once for all players or to click on a skill on a single player and have it display the result. That way I could just keep the tactical console up and use it that way and then when a combat happens import the bad guys into the console. I'm not sure this is possible as I've not really started looking at the HL code. While I wouldn't call myself a coder I'm very familiar with XML and I'm good at BASH shell scripting as well as getting most interpretive language based stuff to run in some environments if it's a case of needing a perl module or change some environment vars. Before I start looking at this though I thought I'd ask here if I'm going to be wasting my time. Thanks for any help
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#1 |
Senior Member
Join Date: Feb 2007
Location: Nottinghamshire, United Kingdom
Posts: 1,265
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I don't think there's an easy way to do this in or too the tactical console, however I may be wrong.
That said I use the tac console every session, I leave it open in the background and bring it to the front when needed. There is a stand alone dice roller available in the tools menu of HL though which is functional but slightly clunky. Perhaps that would suffice before you delve into hacking the code? Dormio Forte Somnio Community Created Resources : Data Package Repositories : d20pfsrd Custom Character Sheets Community Server Setup (Packs) Hero Lab Help- Video Tutorials and Pathfinder FAQ Created by the community for the community
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#2 |
Junior Member
Join Date: Oct 2013
Posts: 3
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Yeah I figured not. I was hoping I could hack some type of template file or something. That said I think I'm going to use the Tactical Console but, also have a Google Sheet open where it's shared with the PC's. I can make a sheet macro to auto roll perception or stealth for each PC...
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#3 |
Senior Member
Join Date: Feb 2007
Location: Nottinghamshire, United Kingdom
Posts: 1,265
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Quote:
If it beats the DC of the chosen skill, perception, stealth etc. Then I carry on without the die roll. This works quite handily for surprise rounds, and allows me to quickly move on to the initiative order. Dormio Forte Somnio Community Created Resources : Data Package Repositories : d20pfsrd Custom Character Sheets Community Server Setup (Packs) Hero Lab Help- Video Tutorials and Pathfinder FAQ Created by the community for the community
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#4 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
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Quote:
Heck I even do the same for Diplomacy and Sense Motive of assume take 10. Unless its some major NPC interaction in which case to me its more like a combat and we go to rolls. But if they are doing gather information around town for basic stuff assume take 10 and give the players info to move the game on. Note I do agree about HL's tactical counsel. I have never actually used it as I have a "old" tool that still does all my rolls and tracks turns. Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
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#5 |
Senior Member
Join Date: Feb 2007
Location: Nottinghamshire, United Kingdom
Posts: 1,265
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Quote:
Dormio Forte Somnio Community Created Resources : Data Package Repositories : d20pfsrd Custom Character Sheets Community Server Setup (Packs) Hero Lab Help- Video Tutorials and Pathfinder FAQ Created by the community for the community
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#6 |
Junior Member
Join Date: Oct 2012
Posts: 17
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Quote:
In order to take 20, you have to a) have no penalty for failure and b) be able to take 20 times as long as it normally would. If those don't apply, you can't take 20. |
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#7 |
Senior Member
Join Date: Aug 2010
Posts: 1,528
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Yup.. and there was an interesting rule in an old 3.0 book for cities.. Take 5... for underpaid (and under-motivated) guards. I like that one.
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#8 |
Senior Member
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Join Date: Jan 2010
Location: Chicago, IL (USA)
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Thats what I meant more than I didn't know Take 10 Existed. Where the rules "assume" the player tells the DM when they are taking Take 10. Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
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#9 |
Spy
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220
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The other part of this equation is, when taking 10 or taking 20, I don't think it is allowed for rolls that are truly opposed rolls. Otherwise, the higher of the two totals always wins. For example, the character with a +11 perception always sees the thief with the +10 sneak. Also, if you assume that people on watch are always taking 20, you should also assume that anyone sneaking up on them is taking 20 as well. Same difficulty applies.
If you want to stop the meta-game, one rule I implemented way back in first edition of D&D was to zero the die. In other words, instead of saying that 1 was the lowest value, and 20 was the highest value, I would roll a d20 and zero the die on what was rolled, so that number is subtracted or added to the d20 roll. For example, if a character has the +5 to perception, I as the GM would roll a d20 and if I roll a '10' the die is zeroed at that value, so that an 11 is actually a 1, a 12 a 2, ..., a 1 an 11, a 2 a 12, etc. up the the value of 10 again. So, based on the roll, you can add 10 - the value rolled from the final total if the value is greater than 10, but add the value rolled to the final total is the value if less than or equal to 10. The great thing is that you only have to zero the die at the beginning of the night. Keeps the players guessing about successes and failures. Last edited by Kendall-DM; January 29th, 2016 at 10:11 AM. |
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