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Alan Tetkoskie
May 14th, 2020, 19:18
Simple question, and I haven't found a simple answer yet:

IS IT POSSIBLE TO EDIT (INCLUDING MODIFYING, ADDING OR DELETING) ITEMS FROM A GIVEN DATASET?

For example, given a valid, purchased PF dataset... is it possible to DELETE the race of half-orcs from the PC races list..... change the listed weight of a backpack to 35 pounds.... and add a new entry like "Pack Animal, housecat" to your dataset? Effectively customizing it?

I've read guides, searched forums, watched YouTube videos (yuck!) and fiddled with the Demo version to try to find out if this can be done. And I haven't gotten ANY clearcut answer.

This particular issue is why I'm on the fence about buying the game. I want to be able to implement a completely customized dataset tailored to my particular game. Telling the players to "just ignore the Sorceror class, because I don't allow those in my game" is not enough to justify the cost of buying what otherwise seems like a valuable GM tool package.

NOTE: the above examples are illustrative only and completely fictitious. ALSO, please forgive me if I sound angry; this whole process has become very annoying.

Afterthought: It occurs to me that I'm working with the DEMO version... is it possible that it doesn't include any editable DAT files?

LordEntrails
May 14th, 2020, 19:44
You can not edit the purchased datasets (aka modules), BUT, you can modify the data within a campaign OR you can create your own custom modules based off the purchased ones (so you can re-use in more than one campaign).

For instance, you can create a module with only subsets of existing races, classes, feats and/or you can create your own. I would suggest you do this via a development campaign (see Adventure Module Creation link in my sig). Here you would copy all the items you want from whatever purchased modules you want. You can then edit them as desired (changing weights, names, ability modifiers, etc). Then you would export this as a player module. The instead of having your players load the official PHB (which you can mark so that it is not loadable for them) they would load "Alan's PHB" and they would then have access to your custom PHB.

There are other ways of just modifying data within a campaign, but re-use and sharing is better the way I briefly outlined above.

Alan Tetkoskie
May 14th, 2020, 19:52
OK, I'm about to head off and cruise through your Adventure Module Creation link. Before I do, I wanted to verify some thing (because one of the problems, I think, is that I'm "iffy" on the FG terminology):

I can take a given ruleset... make a copy of it... modify or edit the copy... then export it as a module? Afterward, load the game with the custom module, and POOF, Custom Game?

If this works, I'll be both elated (because I finally found out how to do it) and depressed (because it took so long to find out, and it turned out to be obvious).

I will get back with you on this; thanx for the followup, and wish me luck!

LordEntrails
May 14th, 2020, 20:08
Ruleset = the mechanics and computer code. The include the character sheets and the knowledge of interactions (such as how an attack roll works against armor class and how damage effects hit points. They do not have any of the text / descriptions / or database items such as a Fighter class or a Longsword etc.

Modules (aka Data Libraries) = all of the data base objects such as classes/weapons/armor/spells/etc and include descriptions and specific mechanics (such as hit dice, saves, damage, damage type, etc)

Campaign = A set of characters, modules, maps, stories etc that are created using a specific ruleset. So you might have one 'campaign' for your Wednesday night Dragon Lance 3.5E game with Bob, Tom, & Mary. Then you might have a different campaign for a Dungeon Crawl Classics game you run the first Saturday of the month with Ahmed, Tom, Celeste and Pat. Then if you are like me, you will have multiple development campaigns for creating your homebrew.

For instance, I have a DEVL campaign for each adventure path I purchase, such as DragonHeist, Storm Lord's Wrath, etc where I create additional adventure content. I then update those during the week, export before game night, and open them in the campaign so I have a set of 'running notes' with additional maps, npcs, magic items, links to stories/maps or anything else I want.

So, what I'm suggesting is because you can't copy a purchase module file (it's in an encrypted vault) you create a development campaign (Alan's PHB), in it you open the purchased PHB. Copy all the races, classes, items etc that you want to have available for your players. Given what sounds like the extent of your customization and how you want complete control, this will take a bit of time. You then edit those as desired. Then you export the campaign to a module (Alan's PHB), mark it as a Players Module.

Then create a Play campaign (Death on Tuesday Night, or what have you). In that campaign you go into the module activation window, put a red x on the official PHB so your players can't load it, and then tell them to load your PHB.

That is a lot of work, but it gives you 100% control. An easier option is instead of copying everything and excluding the official PHB, in your custom PHB you can make a list of Alan's allowable races and classes with links to all of the official races and classes and then share that with the players. They can still get to the stuff you have disallowed, but it's much quicker. Your call :)

Zacchaeus
May 14th, 2020, 20:48
If you are using the demo version I'm fairly sure that the campaign data isn't saved so I doubt you'll get very far.

LordEntrails
May 14th, 2020, 22:37
If you are using the demo version I'm fairly sure that the campaign data isn't saved so I doubt you'll get very far.
Good point. Yea, I too am pretty sure you won't be able to do this in the free/demo. I believe only characters can be saved/exported.

Note that you can do a one month subscription or one-time license, both are available for refund in 30 days if purchased through the FG Store (this website).