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Adding Feat Modified Attacks

B0X315

Member
On a lot of my personal character sheets I tend to show the modified attack in a secondary weapon slot. For instance if I have a +1 Longbow (+3 Str) +13/+8 (1d8+3), I make a second, third, fourth "weapon" that would be for point blank shot, many shot, rapid shot. Is there any way to do this in Hero Lab? I find it makes things endlessly easier as opposed to having to do the mental math every time.
 
You can create all of these effects as adjustments and just select the one you want to use and then have it calculate the mods it needs.
 
But that will make all of the attacks +1 to attack and damage all the time right? unless I'm missing something. I want it so I have one displayed with no buffs, one with rapid shot, one with many shot, etc.
 
I'm afraid there are so many possibilities for how those feats and all the character's other abilities could combine (if you're showing those three extra copies, why not point blank + rapid shot, and then what if the character's a dwarf, do you want to show more copies for each of those variants + the bonus against Orcs & Goblins?). So, we've decided not to try to display the modified stats for all the possible combinations of weapons that could possibly exist on a character.

Sorry, I'm afraid there are just too many possibilities and combinations of possibilities for this to be something we'd be able to add to Hero Lab, and I'm afraid that I can't think of any good ways to create new versions of the weapons that could be added to show the effects of a specific feat/ability.
 
That's completely understandable, I didn't expect or want the program to do it for me. But as a suggestion, you should allow the user to add specific misc. modifications, just like under the adjust tab, but for each weapon. Then I could just add another Longbow and give a misc +1 attack and damage bonus to JUST that attack instead of having it blanket all of his attacks. By no means do I expect the program to have the option built in for this, but a more specific work around would be useful as opposed to the blanket adjustments.
 
Near the bottom of the Adjustments list you'll find "Weapon Attack Bonus" and "Weapon Damage Bonus", which require you to pick a specific weapon (as opposed to the "Attack Bonus" and "Damage Bonus" adjustments that appear earlier in the list and apply to all weapons).
 
Could you not have such things as Rapid Shot and Point Blank Shot on the In-Play/Activated Abilities section? Have it run a script when the Thing is selected, so the player just goes to the In-Play, Activates the feats (after checking that his character is legal to do the action he wants), and returns to the Weapons tab to find the adjustments done for any feats/special abilities he just turned on. And then after his action, (or when appropriate), he just un-selects them.

BenT1
 
@Mathias: Thank you very much, I didn't even see that. Sorry for the hassle.

@BenT1: That is a fantastic idea, although I have absolutely no idea how to do that.
 
sorry... but can someone explain to me again how to get the rapid shot feat to function?

I get that I have to create the temporary adjustment, but how do I create the adjustment for the extra attack? I can decrease the bonus to hit by 2, easy enough, but not an extra attack....

would I add haste and then the negative?
 
I'm new to Hero Lab and I love it. It makes character management and combat much much easier to manage. We use the Game Mastery Critical Hits and Fumble decks. Without Hero Lab it would be practically impossible to track and implement the two points of dex damage that's done to Stone Giant #5. There's no way I'd remember that on the next round.

Given all of that the fact that the common attack modifier feats aren't implemented is the biggest disappointment. The biggest downside of Pathfinder is it's complexity at higher levels. My group has developed a system of charts to manage the different types of attacks and tokens to track buffs but it's still difficult. I was hoping that Hero Lab would fix this. As it stands we'll still have to apply common attack modifiers in our heads and remember that we have extra attacks...

The implementation of Power Attack is a tantalizing look at Hero Lab's potential. It's AWESOME to not have to calculate and apply it. One of my six giants can decide not to power attack for one round and all I have to do is un-check a box. Brilliant.

Is it really impractical to have hero lab handle calculations like:

Given your normal attack bonus with a long bow:

+14/+9/+4

When the haste spell adjustment is checked add one attack at highest bonus and add +1 to all bonuses.

+15/+15/+10/+5

When the Rapid Shot in-play adjustment is checked for equipped bows add one attack at highest attack bonus and add -2 to all attacks.

+13/+13/+13/+8/+3

I agree that there are TONS of attack modifiers out there and that the game system implementation will never be prefect but do you think you could pick the top 20 modifiers to implement?

If it takes a week to implement this change it would be worth it. The overall value of the product would be improved more than any other feature I can think of.
 
Here is what I did for Rapid Shot. I remade Rapid Shot, checked "Show in Charges List", and typed in the Charge Effect 1 field the word "Active". Then I added this script at Post-Levels(Users)/10000.

Code:
~ If we're not selected, get out now.
doneif (field[hIsOn1].value = 0)

~ Add extra attack and apply rapid shot penalty.
foreach pick in hero from BaseWep where "thingid.w? & wCategory.Range?"
  if (eachpick.tagis[Helper.ExtraHigh] = 0) then
    eachpick.field[Penalty].value = -2
    perform eachpick.assign[Helper.ExtraHigh]
  endif
nexteach
 
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