Whats up with the resolve points now? Characters have 10 or 12 too many resolve points.
Printable View
Whats up with the resolve points now? Characters have 10 or 12 too many resolve points.
- When you use the "Forge" to combine an armor with a upgrade (template) the "AC penalty" is lost after combining the items. For e.g. the lashunta armor MK II has an AC penalty of 2 - after using it in the forge with an upgrade the AC penalty is empty
- (possibly intended and not a bug) you can add more upgrades to an item than the rules would allow --> the checkmark is still green and implies that it is a valid combination. Maybe allow the combination, but make the checkmark orange or so, to show that the item is "out of the ruleset boundarys".
I will be pushing an update with the weekly update that should fix this behavior.
I will have a look at the details being lost. You are correct you can create invalid combinations, but this is intended as it allows homebrew options to still be available. Since the DM will be creating these items, it's up to them to police their game until a better solution is made.
In the description of the Technomancer class, the Technomancer spell list opens an empty window.
I was looking for the Spells known list. Couldnīt find it.
regards, Loco :)
I will look into it and get it fixed
Thanks for the correction! :)
Attachment 47082
Just made the test : External Expansions Bays works fine for "adding" bay slots, but it lacks the effect on the maneuverability. Maybe an option to manually set it ?
Dawn of Flame AP1: Fire Starters, 3 errors:
The treasure in 1.A.04, does not have the radiation sweeper in the treasure parcel.
The encounter in 1.A.05, the magma elemental does not have his vulnerability to cold entered in.
The encounter in 1.A.07, the tiny fire elemental's slam damage is listed as 1d6+3+1d4, it should only be 1d6+3 and crit 1d4. (you should have seen/heard my players when the tiny elementals did 11 damage on a slam!)