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Switch ability increase progression?

Jemstone

Active member
Maybe I'm missing something glaringly obvious...

My GM wants a house rule in place whereby we happy and productive players get to increase one of our characters ability scores by 1 point every 3 levels instead of 1 point every 4 levels (Pathfinder Standard).

I see that there is nothing for this under the "Adjust" tab, but I'm wondering:

Is this something I'd need to do in the editor?

And if so, where is this located?

Thoughts or "You're blind, it's located right here"'s?

Any help would be greatly appreciated. :)
 
The simplest way would be to go to the "Permanent Adjustments" under the "Personal" tab and select "Ability Score (Permanent)" and then just make the addition every time it comes up.

At 3rd you would select it, but then you would remove it once you hit 4th and select it again once you hit 6th. At that point you would have 2 points of adjustment. You would do that dance until 12th level when you can just leave that point on there permanently and add an additional point at 15th and begin a new dance.

It is slightly cumbersome and takes a little extra accounting work but not over the top to make up for the generosity of your DM.

I am sure there is an editor way of doing it, but I am no where near that clever yet or possibly ever.
 
Yeah, I was thinking that dance would be the way to do it in the manual fashion, but was wondering if there might be a way to stick it in the "House Rules" section of the program and just turn it on within the Pathfinder Ruleset for games that use the option, and off for those that don't.

Thank you for your input, Hendel. Much appreciated. :)
 
Yeah, I was thinking that dance would be the way to do it in the manual fashion, but was wondering if there might be a way to stick it in the "House Rules" section of the program and just turn it on within the Pathfinder Ruleset for games that use the option, and off for those that don't.
This is 100% doable in HL but its not something that has been asked for much at all so I can't point you to another thread. I also can't code this one off the top of my head. It will take a little time to get the scripts right and the use of a Mechanic and a Simple thing. Then you can easily create a new source that is under House rules. So the Mechanic would bootstrap the Simple Thing that has the script. Then you source mark the Simple Thing to the new source so that only when its on does the Simple Thing become live and execute its script.

To start I would make this an adjustment instead as that would be easier to control and just attach it to a character when you want to turn it on. HERE is a post where I show a person how to prevent the ability score increases by setting the value to zero. Its a start at least on what the field is you would need to change.

The macro "#totallevelcount[]" can be used to get the level of your character. With the above info does that help getting you going in the right direction?
 
ShadowChemosh, why not put the script on the mechanic? Why put it on something bootstrapped from the mechanic?

Since what he wants is a house rule, just use a source on the mechanic to control whether this is turned on or not - don't worry about turning it on on the adjust tab.
 
ShadowChemosh, why not put the script on the mechanic? Why put it on something bootstrapped from the mechanic?
Because someone told me to always do that as having multiple Mechanics was not a good thing. Gee I wonder who that was........ :)

So I have one mechanic in my own data set and then have different sources controlling the different Simple Things depending on which rule I want to turn on. So far it works really well actually.

Plus I recently learned that doing a Source on a Mechanic can cause "non-live" error messages to be tossed by HL. That was why for my Mythic Playtest Mechanic I recently did a update to remove the source from the mechanic and leave it on the Simple Things. The error about the Live State of the mechanic went away. The error only happened when Loading a .por that used the mythic rules.

For someone starting out doing an Adjustment is allot easier to grasp then Mechanics I thought. Especially with making the sources and everything. Just add the adjustment and its on.

Those are my thoughts...
 
Gentlemen, I'm afraid you're speaking Sumerian to me right now. My scripting-fu is decent, but my experience inside the editor is a bit lacking. Could you spell it out a *bit* more, please? I promise I'm not entirely dense. :)
 
To start I would make this an adjustment instead as that would be easier to control and just attach it to a character when you want to turn it on. HERE is a post where I show a person how to prevent the ability score increases by setting the value to zero. Its a start at least on what the field is you would need to change.
If you follow that link you find the field and timing/phase to set a script to to set the Number of Ability score increases to zero. So instead you would want to change it to override the value to be what you want.

So using
The macro "#totallevelcount[]" can be used to get the level of your character.
macro you can figure out a character level. Then based on the level you would divide by 3 and round the value down. So at level 1,2 you get 0, at level 3 you get 1, at 4,5 you get 1, etc....

Post-Attributes/100
Code:
~ Give ability boost every 3 levels instead of 4
herofield[tAttrEvol].value = round(#totallevelcount[]/3,-1,0)

The above is what I think should work without having any access to HL to test. :)
 
Gentlemen, I'm afraid you're speaking Sumerian to me right now. My scripting-fu is decent, but my experience inside the editor is a bit lacking. Could you spell it out a *bit* more, please? I promise I'm not entirely dense. :)

I am glad I wasn't the only one. I felt like our party of 5th level adventurers stumbled on a debate between Zeus and Odin about the nature of existence and I just sat there slack jawed looking on in awe. It is great, however, when those with so much knowledge turn around and spell it out for the rest of us. I think it is the only way I can learn the editor better and it is why I like these boards so much. Everyone is usually VERY nice.

Thanks for the help of this, Mathias and ShadowChemosh! It helps just to be an observer sometimes!
 
I'm still trying to bash this one out (I know it's been a while, but I've been super duper busy at work). I THOUGHT I had it figured out, but when I tried to edit the field values, I got told that the tAttrEvol field didn't exist.

I've just spent several hours reviewing documentation and attempting to suss it out, but I'm going to have to admit defeat.

At this point, I'm willing to have my hand held and have things spelled out for me, if you kind folks are still up for it. I would appreciate any assistance. Thanks.
 
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I only just saw this when you bumped it again. Sometimes I miss threads. I looked into this again when I had access to HL and its not as easy as I thought.

Why the value can be adjusted its going to have to be the "difference" in the values we put into the tAttrEvol. If you take total control it gets all confused and never understands to subtract out the Increase when its taken. So in other words at level 3 it says you can add new increase but it lets you add a unlimited number.

The point being this is not easy at all to do and I currently don't have the time to research anymore. If I get something worked out hopefully I can make an adjustment and release it that way but it will be sometime.

Unless Aaron can see what is going on under the covers easier and can help out.

Sorry I will get back to this at some point but just not right now.... :(
 
I only just saw this when you bumped it again. Sometimes I miss threads. I looked into this again when I had access to HL and its not as easy as I thought.

Why the value can be adjusted its going to have to be the "difference" in the values we put into the tAttrEvol. If you take total control it gets all confused and never understands to subtract out the Increase when its taken. So in other words at level 3 it says you can add new increase but it lets you add a unlimited number.

The point being this is not easy at all to do and I currently don't have the time to research anymore. If I get something worked out hopefully I can make an adjustment and release it that way but it will be sometime.

Unless Aaron can see what is going on under the covers easier and can help out.

Sorry I will get back to this at some point but just not right now.... :(

Thank you for taking the time to dig into it. Knowing now that it's harder than originally thought makes me feel a little better, and not nearly as dumb as I did before (although still dumb, make no mistake).

For now, we'll continue to do the add-then-subtract dance, I guess. I'll check back in periodically. I do appreciate your help thus far. :)
 
I only just saw this when you bumped it again. Sometimes I miss threads. I looked into this again when I had access to HL and its not as easy as I thought.

Why the value can be adjusted its going to have to be the "difference" in the values we put into the tAttrEvol. If you take total control it gets all confused and never understands to subtract out the Increase when its taken. So in other words at level 3 it says you can add new increase but it lets you add a unlimited number.

The point being this is not easy at all to do and I currently don't have the time to research anymore. If I get something worked out hopefully I can make an adjustment and release it that way but it will be sometime.

Unless Aaron can see what is going on under the covers easier and can help out.

Sorry I will get back to this at some point but just not right now.... :(

i was thinking of adding a custom class ability, this would allow to attach an ability that lets you choose an advance via a drop down, just repeatedly put in the new ability every x levels depending on how often the gm house rules it.

with an attached script that disables the built in advance system.

this will work for total levels <20 after 20 would be back to the drawing board though.
 
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