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How do I make an optional rule?

Cerebrian

New member
Hey all,

So I was wondering if anyone could tell me how i could create an optional rule so all of my characters start with the mythic path ability (Legendary Item) when they choose to use the mythic adventures rules? The path ability (legendary Item) would be in addition to the first path ability the players would be able to pick.

Thanks a bunch
 
I have not done a super lot with the Mythic stuff yet and I have no access to play around at work. My first thought would be an Archetype while the individual abilities are "Class Specials" I doubt an archetype could actually modify the Mythic Thing.

This is a good question and I will have to look into this more sorry... :(
 
Hey thanks for even taking the time ShadowChemosh! I was also trying to toy with making the items themselves have the legendary item ability but i will poke around a bit in the archetypes. thanks for the suggestion! if you find anything I would appreciate it if you could post it! same for any one else.
 
I think you could do something like a template. It would just have a Special saying Legendary Weapon. It sounds like this weapon could be one of multiple things? If the player gets to chose then you could just create the weapon, and use the template to remnd the player.

I think if you use something like an archtype, then you chew up that slot for any other archtypes you might want to use.
 
Hey all,

So I was wondering if anyone could tell me how i could create an optional rule so all of my characters start with the mythic path ability (Legendary Item) when they choose to use the mythic adventures rules? The path ability (legendary Item) would be in addition to the first path ability the players would be able to pick.

Thanks a bunch

You might be able to do this in the editor, as a mechanic. You'd need to bootstrap the ability to the mechanic and give it a condition that says if this option is enabled, the ability activates. You'll also want to make sure you enable a source on it like Mythic Adventures so that it doesn't actually activate unless that option is chosen.
 
I think if you use something like an archtype, then you chew up that slot for any other archtypes you might want to use.
Just an FYI but their is no limit to the number of archetypes you can have. The only issue is if two replace the same class ability.

I thought about a Mechanic but if you bootstrap a class ability to a Mechanic I am 99% sure it will freak out as it has no "Class" Things to pull its needed data from. Class Specials really don't like to be bootstraped to anything other than a Class Thing. :(

Same thought if we used a Template actually is that any Class Special bootstrapped to it I think will also freak out as its not a Class Thing. :(

Anyways I didn't get home until super late and I didn't look last night. But I should have time tonight to take a quick look...
 
The "poor man's" method is to make a por file with the settings that you require, title it something like "default_for_this_campaign" and then have the players open that and resave it as a different name when they make their character.

Another benefit is that you can do the Configure Hero specifically for that campaign, as some settings might vary.
 
After playing around I think the best bet is an adjustment that lets you increase the number of Universal Path Abilities you get so your players can just pick Legendary Item and another one. I will add this to the next release of my Adjustment addon but until then here is a beta version to play with. This adjustment lets you select from a drop down several different mythic counts that can be adjusted including: Mythic Ability Score Increases, Mythic Feats, Mythic Other Abilities, Mythic Path Abilities, and Mythic Spells.

Mythic Other Abilities is the unique tier ability each tier gets. In example an Archmage gets "Archmage Arcana".
 

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