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Requested Capablities

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Weapon profiles?

Is there a way to output a weapon with different profiles? For example, I have the Power Attack feat, and would like to display my main weapon both with and without the feat's modifiers already factored in. I see on the In-Play tab you can click the feat to add in the modifiers, but it adds it into all weapons. I actually want a second listing for each weapon that would have the modifiers added in, but the first listing would be without.

Thanks.
 
Is there a way to output a weapon with different profiles? For example, I have the Power Attack feat, and would like to display my main weapon both with and without the feat's modifiers already factored in. I see on the In-Play tab you can click the feat to add in the modifiers, but it adds it into all weapons. I actually want a second listing for each weapon that would have the modifiers added in, but the first listing would be without.
My adjustments addon has a adjustment called "Weapon: Custom Text" which allows you to append extra text to the end of the weapon name. This is how I add extra info about Power Attack, Rapid Shot, Point Blank Shot, Vital Strike and other sort of situational text to a weapon.
 
In OS X, you can open multiple copies of HeroLab from the dock (right-clicking New Window actually opens up a new copy), but not from the program itself. I have been able to open three different copies, and access the editor in each, but I haven't pressed forward in my explorations, so be aware I have not thoroughly tested the stability of this.

Being able to run multiple copies of the same application is such a counter intuitive concept for OS X that it never even occurred to me to right click a running app in the dock. When clicking the app itself a second time did nothing, I left it at that. Thanks. It's still weird, and it sure seems like it would make more sense to just allow multiple windows, but this is something at least.
 
Name Generator / Custom Traits

I would like to see support for a name generator in Herolabs and custom traits

Does anyone else think this is needed?
 
Feature Request: Only Show Affordable Items

I am not sure where to go to request features.

One feature that would help me out a great deal is an option to only show items that the character can currently afford. This would help me find items that I could buy but are not necessarily aware of. It would also remove all of the very expensive items that I will most likely only find while adventuring.
 
This is mostly born of laziness...but I wish the race Builder abilities could easily be ported to the racial special abilities tab...

I use the race builder to mock up my new race and then make a new user file for them. It's on the petty side I know. :)
 
Traps & Hazards?

First, love the program. Awesome work.

One thing I could not find any useful information on are Traps and Hazards. There some creatures and things that fall under this category (such as Shriekers for example) but they do not appear to be anywhere in the monster listings (have all the PF books for Hero Lab purchased). Are things like this not included in HL? If they are and there is a hidden option to view them, what did I miss?

On a side note will there ever be a search function for the monster database for "Import Stock"?

Thank you.
 
How would you envision us presenting the traps and hazards? Would you expect to see them on the tactical console in some fashion? What sort of interactions with the rest of the characters would you expect?

If they were in Hero Lab, how would you use them in a game? Unlike monsters that can have templates, class levels, and all sorts of other variations, there's little to no modification that's done to a trap. Also, for monsters, Hero Lab can track their HP and the spells and effects that are on them, but what would be the advantage of having a hazard in Hero Lab, as opposed to reading it from the book?

It's not that we couldn't present this information, but with the limited resources we have available, and the constant stream of new books to handle, would implementing traps and hazards be of more use to more of our user base than other features we could spend the same time implementing?

A search function for stock portfolios is planned.
 
How would you envision us presenting the traps and hazards? Would you expect to see them on the tactical console in some fashion? What sort of interactions with the rest of the characters would you expect?

If they were in Hero Lab, how would you use them in a game? Unlike monsters that can have templates, class levels, and all sorts of other variations, there's little to no modification that's done to a trap. Also, for monsters, Hero Lab can track their HP and the spells and effects that are on them, but what would be the advantage of having a hazard in Hero Lab, as opposed to reading it from the book?

It's not that we couldn't present this information, but with the limited resources we have available, and the constant stream of new books to handle, would implementing traps and hazards be of more use to more of our user base than other features we could spend the same time implementing?

A search function for stock portfolios is planned.

Haunts are Hazards that have an AC and hit points just like a creature and they function similar to a trap. Plus they can be modified too, see carrion crown AP and Gamemastery guide.
 
Haunts are Hazards that have an AC and hit points just like a creature and they function similar to a trap. Plus they can be modified too, see carrion crown AP and Gamemastery guide.
Yea I had thought about doing the haunts for the CB as with the fact they have hit points and stuff they do act more like monsters than traps.

When running my last encounter that had Haunts I entered them in the combat system as Monsters so I can track HP's and AC and their Channel Resistance info.
 
Yea I had thought about doing the haunts for the CB as with the fact they have hit points and stuff they do act more like monsters than traps.

When running my last encounter that had Haunts I entered them in the combat system as Monsters so I can track HP's and AC and their Channel Resistance info.

I always thought a Haunt / Trap mechanism would be a good addition to the core program, similar to the new monster creator recently added, however it's not insurmountable to scratch off HP on a sheet of paper.

What would be really useful is the automatic calculation of HP and hardness of equipment. :D
The musings of a troubled mind ;)
 
So we do need to add Haunts.

What about traps and hazards? How would having those in Hero Lab be more helpful than just looking them up in a book?
 
So we do need to add Haunts.

What about traps and hazards? How would having those in Hero Lab be more helpful than just looking them up in a book?

Speedy access, instant info and a gentle nudge to remind the DM that there is something in an encounter besides the 4 burning skeletons and wraith that's assailing a party ;) fleeing through a hostile environment.
 
Speedy access, instant info and a gentle nudge to remind the DM that there is something in an encounter besides the 4 burning skeletons and wraith that's assailing a party ;) fleeing through a hostile environment.
This I do agree with. It makes it easier for the GM to remember that there is an actual trap in a particular encounter. I always wanted to add traps somehow but did not know how to go about it. It just makes sense to me :)
 
Traps and hazards are really starting to venture outside the scope of Hero Lab. They are definitely important to a GM, but they lie within the scope of something like Realm Works instead of Hero Lab. So looks for those to be handled in Realm Works.
 
Traps and hazards are really starting to venture outside the scope of Hero Lab. They are definitely important to a GM, but they lie within the scope of something like Realm Works instead of Hero Lab. So looks for those to be handled in Realm Works.

I agree Realm Works is the ideal place but interoperability between both program's is the best solution. Create a trap, hazard or haunt in HL import the stats to Realm Works or enter the data into RW and then link it to HL's tactical console.

Best of both worlds imo!
 
spell lists for people who dont have spellbooks

IS there anyway to print a "spell list" for people who dont have spellbooks? Like clerics. As I add more sources, it would be nice to have a printout of just my spell lists...

But only spells i have access to (in other words, if im a 5th level cleric, it should show me spells of level: 0,1,2,3

Even if it uses a lot of paper.

If this doesnt exist, ill add it to requested features.
 
HL is tactical while RW is strategic.

I use HL for the actual game sessions while I envision using RW for planning, scheming and information dissemination. As such, HL is the more logical location for traps and hazards. It needs to get imported into RW just like NPC sheets.
 
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