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Maybe to both. I may get a chance to look tonight. If I can get them working I will upload to GitHub...Not currently no.
Do you have one up your sleeve?
And if you are looking, do you have anything that would allow us to add a custom ability? Similar to the 'Other Race Abilities' in the custom monster. Just the ability to add a custom special ability name and text would be cool.
I assume for this you meant you wanted a Custom Ability you could add to any pre-made race/character correct? I hope so. I made a new adjustment called "Race, Custom Ability" that once added lets you set the abilities name and add text desc up to 100 characters.And if you are looking, do you have anything that would allow us to add a custom ability? Similar to the 'Other Race Abilities' in the custom monster. Just the ability to add a custom special ability name and text would be cool.
Hit Die - Page: 276
Tiny: d4
Small: d6
Medium: d8
Large: 410
Huge: d12
Gargantuan: d20
Damage Output - Page: 277
Big monsters typically wield over sized weapons that deal extra dice of damage on a hit. Double the weapon dice if the creature is Large, triple the weapon dice if it's Huge, and quadruple the weapon dice if it's Gargantuan. For example, a Huge giant wielding an appropriately sized great axe deals 3d12 slashing damage (plus its Strength bonus), instead of the normal 1d12. A creature has disadvantage on attack rolls with a weapon that is sized for a larger attacker. You can rule that a weapon sized for an attacker two or more sizes larger is too big for the creature to use at all.
Hmmm... not a big sea food eater..You're a legend ShadowAnd happy turkey day... i think... maybe try some shrimp on the bbq... way better than turkey.
Great!Thanks for the custom ability. That's perfect. They added some giants into the new module that are effectively the same giants with one added ability. This will be perfect for those situations. Or when we just wanna add something to mess with the players.
Let me check to see if that works. Nope. Hard to say if this is not a CORE bug if that is the impact of size HL should be adjusting the dice size automatically.As for what Size impacts. This appears in the DMG.
This is now working for the adjustment. In addition I created the procedure 5CSizeChg to wrap all the logic into a single place for doing size changes. Note these scripts DO NOT change equipment on a character. You would need to go one step further to get this to work for say Enlarge Person where the gear would need to increase...Hit Die - Page: 276
Tiny: d4
Small: d6
Medium: d8
Large: 410
Huge: d12
Gargantuan: d20
~ Sizemod is the +/- change to character's size.
var sizemod as number
sizemod = 1
Call 5CSizeChg
~ Tiny: -2
~ Small: -1
~ Medium: 0
~ Large: 1
~ Huge: 2
~ Gargantuan: 3
~ sizetarget is the new characters size
var sizetarget as number
~ Force our new size be Gargantuan
sizemod = 3
Call 5CSetSize
As far as I can figure out this only applies to Manufactured weapons NOT natural attacks. Which that logic seems to be in HL already and working.Damage Output - Page: 277
Big monsters typically wield over sized weapons that deal extra dice of damage on a hit. Double the weapon dice if the creature is Large, triple the weapon dice if it's Huge, and quadruple the weapon dice if it's Gargantuan. For example, a Huge giant wielding an appropriately sized great axe deals 3d12 slashing damage (plus its Strength bonus), instead of the normal 1d12. A creature has disadvantage on attack rolls with a weapon that is sized for a larger attacker. You can rule that a weapon sized for an attacker two or more sizes larger is too big for the creature to use at all.