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5e Dark Sun

Provos

Well-known member
Has anyone done anything with Dark Sun in 5e. I was looking to run it in a few months. Most of my players use Hero Lab so it would be convenient.
 
It kinda depends. If your new version is going to remove something that's present on the existing base race, then it's easier to just make a new race. If it's only adding to features that are already on the race, then go with subrace.
 
Looking to do an ability score thing of a custom race.
It says You gain a total increase of 4 between your Strength and Constitution scores. You may divide that increase between these two abilities as you see fit, though you must increase each ability score by at least 1

The variant human lets you pic two ability scores to increase by +1. I thought this would be a good place to start. Just not sure where to go from there.
 
Check out c5CFBOrcuASI. In the editor, you can pull it up in the Class > Custom Ability tab. Of course, you'll want to recreate it as a similar Racial Special and attach it to your custom race. The important parts to copy over are the Array-Based Menu and the matching Eval Script, switching out INT and WIS for STR and CON.

This one is written as "up to +4", so you can actually lose some of the options that don't total to +4 if you want.
 
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Trying to add a weapon called the Tortoise Blade. It is a buckler type item with a blade on it. Should I add it under armor or weapon do you think?
 
The easiest way to do it would be thus:

  • Add the blade weapon as its own thing in the weapon tab, based on whatever weapon is closest to it, tweaking as needed.
  • Add that weapon to a character like any other just to make sure it looks right; damage dice, attack modifiers, etc.
  • Once you're satisfied with the weapon, add the Helper.Helper tag to it in the Editor. This will tell Hero Lab to make it NOT chooseable like a sword or spear, essentially hiding it from someone picking it from the in-game weapon menu.
  • Then on the shield in the editor, click the Bootstraps button and add the weapon to that.
  • Now when the shield is chosen, the weapon should automatically be added to the hero as well.
 
I have an object that; is a thrown weapon, can be loaded with an flasks of acid, fire, etc, and can be ammo in a crossbow.

What would be the most correct way to add it?
 
So I added a Tracker item to auto calculate psi points for my Dark Sun races. I got it working and bootstrapped it to all my races and it works and shows up under in play. The issue I am having now is that some magic items in Dark Sun add psi points. I am trying to figure out how to add to the value that I calculated.
Please no answer about finding something that adjust something on in play. I realize that. I can't find something or I wouldn't be asking.
 
With debugging enabled, right click on your Tracker and look at its Fields. You'll see there are useful fields like trkMax and trkMin that you can manipulate through eval scripts.
 
I am trying to adapt the eval script for my Psi Point adjustment which I have put in the In Play tab tracker area. My tracker is named trkPsiPnt and I need to edit the trkMax value.

I found an adjustment that changes Ability: User/Period. I am not sure how to adjust this to make it work for me.

Code:
 ~ If we're not enabled, get out now
      doneif (field[pIsOn].value = 0)
      ~ If nothing chosen, get out now
      doneif (field[pChosen].ischosen = 0)

      ~ Adjust the tracker Max Value up or down
      field[pChosen].chosen.field[trkMax].value += field[pAdjust].value
 

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