DingoSoulEater
August 24th, 2012, 14:28
G'day guys.
I tried to find as much information as I could on the forums (and indeed, it answered many questions, making this post much shorter than it originally was); but some things I couldn't seem to find a definite, or at least helpful, answer to.
For context, I'm a DM running a long-term 3.5E D&D Game. Due to work, living arrangements, and Ye Olde Life; we've decided to begin discussing migrating to VTT's. Fantasy Grounds caught our eye to the point that we are all liable to buy it if it can suit our needs.
I understand that you can use modules to expand the existing material in the game, whether created or purchased. Unfortunately alot of the material used by my players is not covered with the pre-existing material. (Likely due to licensing). Things like the classes in the 'Complete' series, or extra feats, and so forth.
Thus, my remaining questions are this;
Can you add 'new' skills with only library edits, or must you delve into editing the ruleset itself?
Do custom created feats affect stats if set up properly in the module; or do they exist merely as placeholders in a feats listing?
If they do affect stats; are there limitations to what can be done? Can you use a custom feat for, say; extra spell slots, or changing what ability affects a skill?
Are classes such as the Favoured Soul (a cleric that casts spontaneously as a sorcerer does), or Shadowcaster (A class with a unique, tree-based spell progression) able to be made? Or at least emulated enough to avoid needing an out-of-FG resource?
Are there any public resources that I've missed for helping in learning how to do any of the above?
Thanks for reading!
- Dingo
I tried to find as much information as I could on the forums (and indeed, it answered many questions, making this post much shorter than it originally was); but some things I couldn't seem to find a definite, or at least helpful, answer to.
For context, I'm a DM running a long-term 3.5E D&D Game. Due to work, living arrangements, and Ye Olde Life; we've decided to begin discussing migrating to VTT's. Fantasy Grounds caught our eye to the point that we are all liable to buy it if it can suit our needs.
I understand that you can use modules to expand the existing material in the game, whether created or purchased. Unfortunately alot of the material used by my players is not covered with the pre-existing material. (Likely due to licensing). Things like the classes in the 'Complete' series, or extra feats, and so forth.
Thus, my remaining questions are this;
Can you add 'new' skills with only library edits, or must you delve into editing the ruleset itself?
Do custom created feats affect stats if set up properly in the module; or do they exist merely as placeholders in a feats listing?
If they do affect stats; are there limitations to what can be done? Can you use a custom feat for, say; extra spell slots, or changing what ability affects a skill?
Are classes such as the Favoured Soul (a cleric that casts spontaneously as a sorcerer does), or Shadowcaster (A class with a unique, tree-based spell progression) able to be made? Or at least emulated enough to avoid needing an out-of-FG resource?
Are there any public resources that I've missed for helping in learning how to do any of the above?
Thanks for reading!
- Dingo