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How to add a class ability that applies to ALL heroes?

Bob G

Well-known member
I'm starting work on Everyman Gaming's fantastic Psychological Maneuvers product. It introduces a feature called Psychology DC, which acts in a similar manner to CMD. It is available and usable by all characters.

Is there a way to add this through the editor, or would it have to be added through the XML code?

Thanks!
 
Unfortunately that's not a thing the editor can do I believe, if you're looking to set it up like CMD. You may be able to set it up like a Maneuver Type though. It'll require a bit of messing around with it to calculate its "CMD", but I think that might be about the most comparable way the editor could handle it.
 
Thanks Daniel, I don't think we've chatted before. I really appreciate all the support the Lone Wolf staff and volunteers provide in these forums. I've gone from completely inept at the editor to only moderately inept in two and a half short years, and it's mostly from all the help that you and all the other contributors provide.

I'll try approaching it as a Maneuver Type and see if I can get it to behave.
 
The other way you could approach this is treating it as a skill, and having it show up there.
 
Hmm, that's an interesting idea. Worth a shot!

Yeah I got tired of calculating the Intimate DC for NPCs (I have a couple local builds that target that) and just threw it in with a mechanic to auto attach to all NPCs.
 
Yeah I got tired of calculating the Intimate DC for NPCs (I have a couple local builds that target that) and just threw it in with a mechanic to auto attach to all NPCs.

Entering it as a skill worked out pretty well. I get a validation error because the "ranks" exceed the character's level, but otherwise it works. Thanks for the suggestion!
 
Entering it as a skill worked out pretty well. I get a validation error because the "ranks" exceed the character's level, but otherwise it works. Thanks for the suggestion!

If you are using an automatic calculation for the ability (like CMD does) you shouldn't need to manually put ranks in. In the example of the intimidate check I set the skill to be wisdom based and added an eval script with "field[skTotal].value = 10 + herofield[tHitDice].value"
 
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