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March 1st, 2017, 13:56 #251

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And have to pee five minutes after we get back on road
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March 2nd, 2017, 01:56 #252
New update: We are still waiting on some store integration stuff, but I just pretty much finished the Advanced Player's Guide. We are taking advantage of this delay and John is busy adding in more support for the classes and races to see if we can make it more like 5E.
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March 2nd, 2017, 02:21 #253

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Good to hear, sir, but character creation is rather infrequent. I'd rather see the time invested in play enhancements (e.g. effects/conditions that auto-apply when equipping/triggering a magic item) rather than character creation.
Having thrown the hand grenade into the room, I'm backing out now....
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March 2nd, 2017, 02:56 #254SmiteWorks
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Those sound like the kind of grenades that Doug throws my way. Just to clarify Doug's statement, we're going to start with just adding racial traits and class features to the sheet when race/class dropped. I might look at trying to parse some of the traits for races like we do with 5E, but no promises, because there are way more options in PF and 3.5E.
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March 2nd, 2017, 04:32 #255
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March 2nd, 2017, 04:32 #256"I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."
- John Diefenbaker
RIP Canada, February 21, 2022
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March 2nd, 2017, 12:28 #257

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March 2nd, 2017, 13:14 #258
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March 2nd, 2017, 13:56 #259
He makes kinda a valid point here. Items that 'work' and spell modules that have all the effects built in (like Farnaby's) are pretty important actually. 'Items' (and most spells) as they are right now don't actually do a whole lot (except for weapons & armor). They list the details of what the item is.. and that's about it. The new armor functionality seems like a step in the right direction on this stuff. While it seems like it would be very complex to add some functionality to items to link them to the Actions Tab.. actually storing Effect Text in an item can't be that big a deal (other than actually creating said text for countless items).. and a way to deliver said text to the combat tracker can't really be that bad... or hmm..
I'm not sure how everyone plays Pathfinder, but most of the PFS players that I play with generally have a Spell Class full of these sorts of effects... there could be some sort of interface there..Standard License Operator - You must have a License to play in my games.
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March 2nd, 2017, 14:20 #260
We generally look to add features that are already very close. The leveling stuff we are mentioning is very, very basic. Most of that work was handled in the data already and I was able to automate it it's creation -- i.e., what abilities do you get at what level, so that we can copy those to the character's abilities tab when the level is reached. Items are probably a much bigger component and much more difficult. The stacking rules are fairly complex and requires that you have 100% confidence in the ability to know the type of bonus for everything.
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