Senior Member
Join Date: Nov 2013
Location: Andover, Ma
Posts: 632
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Quote:
2) Krank as an NPC is a good point. I will look into that, thank you. |
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#71 |
Senior Member
Join Date: Aug 2014
Location: Canada
Posts: 151
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I don't think that the error I have is related to the pack at all, I think the Ipad just dislikes the link. I am sure I will figure it out eventually.
The Kank is a monster in Darksun, it's certainly not a playable race. They can be domesticated as pack animals (Well beetle things). Keep up the good work on here. |
#72 |
Junior Member
Join Date: Jul 2011
Posts: 29
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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. |
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#73 |
Senior Member
Join Date: Nov 2013
Location: Andover, Ma
Posts: 632
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Quote:
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#74 |
Senior Member
Join Date: Aug 2014
Location: Canada
Posts: 151
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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.
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#75 |
Junior Member
Join Date: Nov 2013
Posts: 2
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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. |
#76 |
Senior Member
Join Date: Nov 2013
Location: Andover, Ma
Posts: 632
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Quote:
I dont have any specific details yet on much of what I'll be working on, except, that I want to add some of the deity CHOSEN templates. Such as the Chosen of Mystra and the Chosen of Bane. Also, I want to increase compatability between the faerun racial regions/feats and the core classes. But, that is a long term project. Feel free to work on what you like. However, please dont add them to any of the forgotten realms files (or any of my other files from the addon pack), as they will just be overwritten the next update. Even if no changes are made to them. That is just the way the update system works. Furthermore, I urge caution with your unique ID's. I will be using xFR for forgotten realms, xRv or xRvn for Ravenloft, xDL for Dragonlance and I dont know what is being used for Dark Sun... probably xDS. Also, 3.5 Convert material is using x35. But that shouldn't really apply except for items that are available to ALL of my source books. |
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#77 |
Senior Member
Join Date: Nov 2013
Location: Andover, Ma
Posts: 632
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Quote:
I can feel your irritation; I am similarly annoyed by this and tried for a while to make it vanish. But each attempt also deactivated the mechanic and its rules. |
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#78 |
Senior Member
Join Date: Jul 2008
Posts: 1,321
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You can make a separate copy of the Pathfinder game system, and install Ravenloft on one and not the other - but that means you'd have to update them separately, so it's whichever inconvenience bothers you less.
Currently Running: Pathfinder Second Edition Currently Playing: Pathfinder First Edition, Star Trek Adventures Former HL Games: D&D 4e & 5e, Mutants & Masterminds 2E & 3E, Savage Worlds |
#79 |
Senior Member
Join Date: Nov 2013
Location: Andover, Ma
Posts: 632
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That wouldn't work. The Ravenloft Mechanics is contained in the universal file, used for all of the 3.5 converted content. It is needed because there are mechanics of it that are used by other systems as well.
I have been working with and toying with a better way, but I have yet to find one. I am sorry. |
#80 |
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