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Thanks! Great product! Masterminds Manual question

RKane_1

Member
Can't wait for the Masterminds Manual expansion.

In the expansion, I know you are going to have the broad skills option, but will you have the option to make your own Broad Skills and will you have the option to use BOTH normal skills and broad skills and have them add together, basically having the broad skill as a skill package bonus thing and then buying normal skills for specialization?

Will the Narrow skill be done the same way? Allowing three tiers of customization and all adding to one another?
 
Creating a Custom Feat

RKane_1 wrote:
>
>
> I am using the editor to create a custom feat that adds a bonus to two
> skills of the players choice. Is there a way, once a player has chosen a
> the feat, for them to choose from two pulldown lists of skills and THEN
> apply those bonuses already to the skills on the character sheet?


It sounds like you're describing the Talented feat from the Mastermind's
Manual. You can implement it by adding the new feat in the editor, and
choosing "Skills" for "First Item Selection" and "Second Item
Selection". Then the script should go something like this:


field[ftChosen].chosen.field[Permanent].value += 2
field[ftChosen2].chosen.field[Permanent].value += 2


Hope this helps.


--
Colen McAlister, colen@wolflair.com
 
RKane_1 wrote:
>
>
> How many Chosen Fields can you choose? Can you have more than two?



You're limited to 2 because of space constraints - there isn't room for
much more than two droplists that let you select stuff like that.

What would you be doing that needed more than 2? Maybe we can figure out
an alternate way around it.


--
Colen McAlister, colen@wolflair.com
 
RKane_1 wrote:
>
>
> Basically I wanted a special Feat that added +2 to four skill but only
> under certain conditions


There's currently no way to turn feats on and off, so the best way to do
this would be to copy the "Skill Mastery" feat, which allows you to
specify the names of 4 skills. Then add adjustments for each skill on
the Adjust tab, and turn them on and off as appropriate.


Hope this helps,

--
Colen McAlister, colen@wolflair.com
 
RKane_1 wrote:
>
>
> I don't quite understand. Please elucidate.


Go to the "Adjust" tab within Hero Lab, and click the "Click to add a
new Temporary Adjustment" zone at the bottom of the form. You can add an
adjustment to anything - skills, attributes, attack bonuses, etc.


Simply add a number of skill adjustments, and you can activate and
deactivate them whenever you want to turn the feat on or off.


--
Colen McAlister, colen@wolflair.com
 
Is there a way to write a script to add a bonus to four PARTICULAR skills?

Diplomacy, Bluff, Intimidation, and Sense Motive but only for those with a Favored Opponent feat and their specified target?

Or a temporary or conditional Bonus to Notice and Search checks but only when a particular sense was engaged?
 
RKane_1 wrote:
>
>
> Is there a way to write a script to add a bonus to four PARTICULAR skills?
>
> Diplomacy, Bluff, Intimidation, and Sense Motive but only for those with
> a Favored Opponent feat and their specified target?
>
> Or a temporary or conditional Bonus to Notice and Search checks but only
> when a particular sense was engaged?


The easiest way to do this is to add adjustments to these skills, and
only activate them when their condition is satisfied.

For example, if you got +2 to sense motive when your infrared vision was
active because you could see patterns in body heat, you would add a "+2
Sense Motive" skill adjustment, then activate it when you turned on your
infrared vision.

Does that answer your question?

--
Colen McAlister, colen@wolflair.com
 
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