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Version 1.8 of the 5th Edition SRD files for Hero Lab is now available!

Hollis

Moderator
Staff member
Version 1.8 of the 5th Edition SRD files for Hero Lab is now available. This update features enhancements, bug fixes, and data file authoring updates. Here's the full changelog:

Enhancements & Changes
  • Temporary hit point pools have been added. Now temporary hit points from sources such as the false life spell can be tracked.
  • Keeping track of projects undertaken during downtime has been added. This can be found under "Optional Rules" on the configure hero window - when this rule is enabled, a new "Downtime" tab appears. Now users will be able to keep track of long-term projects taken between adventures, such as the crafting of magic items or the construction of keeps and strongholds.
  • Custom monsters can now set their multitattack text in the "Custom Monster Details" section of the race tab. This will be displayed in the stat block and Special tab as normal. If your creature can attack simultaneously with claws, a bite, and a stinger attack, you'll be able to see it.
  • The tiefling's infernal legacy ability has been split into three separate abilities. This will make it easier for variant tieflings to replace individual spells granted by this ability.

Bug Fixes
  • Magic weapons and armor now weigh as much as the base item by default.
  • On the background tab, if the same background trait was rolled twice, deleting one of them would leave you with a trait that couldn't be deleted.
  • Goggles of night were raising an error when activated.
  • Common clothes had the wrong price.
  • A paladin with the Oath of Devotion was getting their constant protection from evil and good at first level.

Data File Authoring
  • The ability to rename a class's spells and spellbook is now available in the editor.
  • Hit die size is now automatically set according to the race's size. This can still be overridden in the editor.
 
Ooh...wasn't planning to fire up HL tonight, I've got some re-certification coursework to get through....but I have to take a look at the downtime activity tracking functionality.
 
One suggestion directed at Temporary Hit Points is that we be able to set the minimum to 0 instead of 1.
 
One suggestion directed at Temporary Hit Points is that we be able to set the minimum to 0 instead of 1.

I think if you don't want the temporary HP from a pool to be counted, you can uncheck the pool and it'll be ignored - does that help? If not, can you tell me more about what you're trying to do?
 
I had reasons when I asked my question at the time. My worries turned out to be of no consequence.

I do have a related question though. In the description of Temporary Hit Points, its stated that Temporary Hit Points from the ame source don't stack, while those from difference sources do. Any idea where I can find the source for this statement?

I've been search the net for an official confirmation of this statement without luck so far. I am so hoping (and afraid as a DM) that you are correct. :)
 
I had reasons when I asked my question at the time. My worries turned out to be of no consequence.

I do have a related question though. In the description of Temporary Hit Points, its stated that Temporary Hit Points from the ame source don't stack, while those from difference sources do. Any idea where I can find the source for this statement?

I've been search the net for an official confirmation of this statement without luck so far. I am so hoping (and afraid as a DM) that you are correct. :)

Do you mean in the rules or in the program? In the rules, ALL sources of THP do NOT stack. If you gain a new source of THP while you already have THP, then you make a choice whether or not to replace your current amount with the new amount.
 
That's what I thought, but someone on the forums said they got an email reply back from sageadvaive@wizards.com that said temporary hit points from different sources did stack. I sent an email myself to sageadvice@wizards.com to verify what is the correct ruling.

You don't need a sage advice ruling. It's on page 198 of the PHB under the big heading "Temporary Hit Points".

If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.

Seriously, do people never actually read or reference the rules before asking questions about them? Looking up the rule is far quicker.
 
<sigh>

I HAVE read it, unfortunately it does NOT say anything about pools of temporary hit points from multiple sources.

I have been finding postings about it on various sites that go both ways. What I have not found is anything official that confirms it.

Please don't make judgement calls when you don't know all the facts.
 
<sigh>

I HAVE read it, unfortunately it does NOT say anything about pools of temporary hit points from multiple sources.

I have been finding postings about it on various sites that go both ways. What I have not found is anything official that confirms it.

Please don't make judgement calls when you don't know all the facts.

I JUST quoted the EXACT text that says multiple sources DO NOT stack.
 
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Please, in Hero Lab, go to InPlay, add temporary hit points, move your cursor over the quest mark and READ it. I am try to find out where Hero Lab got its information. They don't normally make rule mistakes.

Also, read the Question and Answer errata. Most of that stuff is obvious to any one who has read the rules and there are still multiple pages of OFFICIAL replies to Questions and Answers.
 
I don't think we were aware of the info on page 198 - Hero Lab should probably be raising a validation error if you have more than one source of THP active at once. That's a bug that we will have to fix in the next release of the 5e files.

Thanks for flagging this!
 
I HAVE read it, unfortunately it does NOT say anything about pools of temporary hit points from multiple sources.

Maybe I don't fully understand that because I'm no native speaker. But for me the statement of the rules is quite clear: it doesn't matter from which source the temporary hit points come. They just don't stack.
 
Will there be an update to include all magic items listed in the Dungeons Masters Guide? I be noticed there are a lot of magic weapons armor and items missing. Or a way I can custom make magic items and load them to my players or NPC or villains?
 
You're only getting the free content from the SRD (and even then, often badly implemented). To get the rest of the stuff, you need the Community Pack.
 
Ok I have updated all my downloads that I could find. The community pack 1.6 and dnd 5th edition 1.8. Still most of the item I seek are not included. So am I missing something or is there a specific community pack I need to download? Or do I need to download every single version?
 
Ok I have updated all my downloads that I could find. The community pack 1.6 and dnd 5th edition 1.8. Still most of the item I seek are not included. So am I missing something or is there a specific community pack I need to download? Or do I need to download every single version?

Are you selecting them as sources for your character on creation or through the Configure Hero menu option?
 
Are you selecting them as sources for your character on creation or through the Configure Hero menu option?

Mostly through character creation. I have all of the appropriate boxes check when I begin a new player character but I'm still missing something., I understand not everything is uploaded into the generator but not having the ability to create a custom magic +1 dagger of fire (1d4 + 1d6 fire) for example kinda stinks. Also all of the cool magical weapons and armors are not in the options to buy/equip.

Unless I'm missing something.

Thanks everyone for helping.
 
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