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-   -   strange issue with herolab and editor (http://forums.wolflair.com/showthread.php?t=51589)

Exmortis December 11th, 2014 11:47 AM

strange issue with herolab and editor
 
I just want to clarify if what I am doing and the error I am seeing is related to what I have dne in my user file or a bug, or what.


OK little background; I am building a custom campaign game world of my own IP using pathfinder ruleset in Realm Works and Herolab. I have created using the PF ARG 18 custom races for my world. I of course do not want any ARG or CRB races to show up as choices for players, but unlike ARG races there is no way to turn off the Core races in the hero configuration. So what I did was use the replace ID box in the editior on my races to remove a core race. So as examples, Daedrea Human removed Human, Yetica removed Gnome and Varnule Giants removed Half-Orc.

Now to my issue, I am now creating adventures in my story almanac and of course building encounters in herolab. This is when I came across a weird issue, when I choose to add "Skeleton, human" to an encounter I had a ton of errors when I imported them, "Bootstrap 699" errors, all for "ra" skills associated with the core race human.

So I am wondering is this an error of my own doing and is there a way around it?
Did by my act of "replacing" the core race human with Daedrea human cause this issue?
If it is because by replacing various core races and this is an issue for some monsters in the bestiary, is there a way to hide them otherwise?

Could we have have a house rule addition "no core races" check box lik we have for featured or advanced races from ARG? That won't cause the issues with monsters from the bestiary.

Thanks for any feedback.

Mathias December 11th, 2014 11:57 AM

I would recommend precluding the core races, not replacing them. That way, you can still open a human skeleton and have it still give you what's listed in the Bestiary, instead of having to worry about how your replacement interacts with things that are specifically made to deal with the original races.

Exmortis December 11th, 2014 12:53 PM

Quote:

Originally Posted by Mathias (Post 199358)
I would recommend precluding the core races, not replacing them. That way, you can still open a human skeleton and have it still give you what's listed in the Bestiary, instead of having to worry about how your replacement interacts with things that are specifically made to deal with the original races.


Awesome advice.....How does one achieve this goal?

Mathias December 11th, 2014 01:08 PM

Quote:

Originally Posted by Exmortis (Post 199359)
Awesome advice.....How does one achieve this goal?

The "*Preclude" tab in the editor. In Pathfinder, it's in the "General" grouping

Exmortis December 12th, 2014 03:23 AM

Quote:

Originally Posted by Mathias (Post 199360)
The "*Preclude" tab in the editor. In Pathfinder, it's in the "General" grouping

Thanks Mathias I will give that a try.

Exmortis December 12th, 2014 06:54 AM

Ok it works and man is that handy for me, as I need to remove all guns, and the gunslinger class/feats (no gun powder invented yet in my world). This removes things with out issues with dependancies.

Thanks a lot!

Mathias December 12th, 2014 07:36 AM

For guns, try the "Firearm Availability" section - there's already a "No Guns" option, so just make sure your players set their defaults correctly.

Exmortis December 12th, 2014 08:23 AM

Quote:

Originally Posted by Mathias (Post 199428)
For guns, try the "Firearm Availability" section - there's already a "No Guns" option, so just make sure your players set their defaults correctly.

Oh yes I have that, I was rather referring to the fact I can get rid of the gunslinger class, and any other reference to it or guns not removed by those features.

Exmortis December 12th, 2014 08:29 AM

The amount of flexibility you all have designed into Herolab, never ceases to amaze me.


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