DeltaMasterMind
Well-known member
We are still very appreciative of your efforts TobyFox2002! May luck be on your side!
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Also I know your busy but here is my error post:
The data files could not be loaded due to errors. Hero Lab will now attempt to load them in recovery mode. Once loaded, you can access the editor as normal to correct any errors.
The following errors occurred:
File: Dark Sun Campaign Setting.user (line 852) - Thing - Duplicate record encountered ('fConcFire')
File: Forgotten Realms Campaign Setting - Deities and Spells.user (line 7) - Thing - Duplicate record encountered ('deiLolth')
I haven't used RavenX's updates for a while now and I did ensure to clear his old link prior to running this thread's link. Downloaded all 5 offerings.
hey TobyFox... thx for all you have been doing with these files. I have a question, I have noticed you were doing things for DL on the Knightly Orders, but I have yet to see anything concerning the White, Red and Black Robes. Are you planning to try and integrate them?
Having trouble with the update link on my Ipad, have it in correctly. But it keeps coming up as an error when I try to update.
Most likely just my own error, not yours.
BTW, shouldn't the Kank show up under NPC races not PC races?
Yes, eventually. I have been VERY busy lately, and will likely remain busy for a while, hence why I haven't responded (sorry about that). The problem with the wizarding orders is that require some additional mechanics that I need to to think about how to implement.
Specifically, MOON Magic, probably an in-play adjustment with a numeric value for what phase of the moon it is. Clumsy and inelegant as that seems.
However, if I must be honest, I think the orders would be best served by adding a set of archetypes for the various arcane classes; Wizard, Sorcerer, Arcanist, Magus etc. As for bard; in the world of Krynn (as with most 3.5), they were very often considered Divine. So not sure about them. Not sure exactly where a Witch would fit in or if a Summoner would really make sense, but as you can see it is something I'll need to give some thought to.
Rest assured I have not forgotten about DL or any other of the books I'm working with.
I've been running a DL campaign using your package as a base, and while the idea of archetypes sounds more elegant, I felt that the Prestige Class was more appropriate, since archetypes are intended to be taken at 1st level whereas a character is not forced to choose between being a Wizard of High Sorcery and a Renegade until just before they advance to whichever level at which their casting class gains access to 3rd level magic. The Prestige Class option seemed to be more reflective of that progression and also more egalitarian, since the published requirements (in the Towers of High Sorcery sourcebook anyway) avoid tying it to anything other than the ability to prepare and cast 2nd level arcane spells, and class-less character attributes (feats, skills, and saves). As one of my players is a Witch and another is a Wizard, the Prestige Class seemed like the obvious time-saving choice for me as well.
As you've indicated, the in-play adjustment method for dealing with the Moon magic adjustments also struck me as the only good way to address that component of the setting. It seemed to me that there were two ways to do it: either code in the math for all three moons' orbits and present the character with a way to enter the campaign date, or provide two selection boxes, one for moon phase and one for the number of other moons in the same phase (in conjunction).
I initially figured that the first option would be tidier, and worked out the necessary equations based on the moon calendar presented in the 3.5 adventure 'Dragons of Autumn'. Then I realized that while that adventure sets the Night of the Eye on 351-10-15, other sources have published moon calendars that don't agree with that date. I didn't want to write code that only worked with one specific moon calendar, so I switched to the easier-to-implement drop-down option.
I've also worked out some of the other class abilities. Most of the Order Secrets are just flavor text and an automatic ability counter, but I've only coded in those secrets that my players have actually taken. Similarly, while I've got the code to support enhanced specialization (for the already-specialized Wizard), the ability to add specialization to a non-wizard is lacking, as the player with the Witch elected not to specialize.
I've attached the .user file containing my work, for what it's worth, for reference (or implementation; please feel free to use any part of my efforts, if it's helpful). It also contains some other Dragonlance-based alterations or additions, mostly for Draconian races and Minotaurs. With a few minor alterations to the Custom Race rules, Minotaurs can be built as a 10-point race, which seemed a tidy way to support that character option.
Any additional progress on the Forgotten Realms work?
I'm starting to modify things on my own install (extremely slowly, of course), but I don't want to repeat any specific elements if they are already being worked on.
Is there a way to make the Ravenloft Mechanics information not show up when I do not have Ravenloft checked? It's not a super big deal to ignore, but it just add clutter when not needed.