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Is testing necessary everytime I create a "thing"?

tomponzi

Active member
Sorry for the really noob question about the editor, but I seem to have to test every new "thing" (spell, power, clerical domain, etc.) I create before the editor recognises it. This really slows things down for me.

Am I doing something wrong? Is there a way around this?

Cheers

Alan
 
If you reload things (Ctrl - R) it will integrate everything in a saved user file at once. Perhaps that will save you some time.
 
Aaron

Thank you, I will try that.

Another quickie.

If I am, say, writing custom content for my Greyhawk E6 campaign, is there any downside to keeping all my custome content in one user file? (I back up twice after every session writing new content). Keeping it in one place is very handy.
 
I suppose it could be unwieldy and hard to find some stuff if you get a lot of things in one file, but that would be a matter of opinion, so not really.
 
I actually prefer to keep content from one source in one file, but like Aaron said, it's a matter of opinion.
 
I started keeping it from 1 source per file and that works great until the source gets really really big. The last project I finished had 700-800 things total so I ended up breaking things up a little as it went on. Wished I had done it sooner.
 
Pretty much like the others I started my houserules data set started as a single file and years later its broken down into dozens of files. I found breaking the user files out by Type is the best method:

Greyhawk_E6_equipment.user
Greyhawk_E6_feats and traits.user
Greyhawk_E6_classes.user
Greyhawk_E6_races.user
Greyhawk_E6_monsters.user
Greyhawk_E6_animal companions.user
Greyhawk_E6_procedures.user


When I helped on the Razor Coast data set for FGG that was also the naming convention we used. What also helped in that case is if one editor was doing feats and another doing classes we didn't clash with changes.
 
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