1/28/2024 0 Comments Pcgen class editor![]() A small disadvantage of a UI solution to replace a class level is that there is no history of what was done to the character. Should be simple enough for the UI, and I see your point on how difficult it would be to do in DATA. PCGen then showed “too many X choices” for some abilities and a net difference in the number of skills I had to resolve. I can edit a pcg file and changed a Barbarian class level to a Rogue class level (a total of two lines need to be edited). ![]() So it’s easy to know how many HP are gained on each specific level. So the way it would be done is to lose the average HP for that level, plus any potential favored class bonus. It could be argued also that HP aren’t supposed to be tracked by level either for the same reason (pen and paper players would not necessarily know how many were gained on each specific level). The pen and paper world is why skill ranks are mutable and shouldn’t be tracked as to which skill rank is chosen at which level. Pen and paper players would not keep the skill ranks history so it would be nearly impossible to resolve it by level anyway. The “new” class level then effectively becomes the last level gained. Then you gain skill ranks for the new added class level and assign them as you see fit. Not necessarily the specific skill ranks you chose when you took that level in the first place. So if you replace a class level you lose X skill ranks. The odd thing is that skill point are mutable. You keep whatever you had before you retrained. You immediately select a different class, add a level in that class, and gain all the benefits of that new class level.”Ĭharacter level ability bonuses and bonus feats are specific excluded from this process. The rule says “When you retrain a class level, you lose all the benefits of the highest level you have in that class. I think the HP gained is the only thing that needs to be replaced. Better long term strategy,Īnd less annoying for the end user I think. Will it remember any specific level up/down information.ī - Make the program more intelligent. On, so you can't make a 20th level character, and choose an 'epic'Ī - Data can implement today, and go back to the days of The level (Fake the Levels tracker to the level you are working Ideally, we should have a method to enforce the restrictions at Then assemble a table of all gains for a particular level slotĪnd then a method to swap the Class or gains for said level. Option A is easier on Data, but the code team would still need to Your General Feat for Level x, Choose your Stat Increase, Chooseī) Or we redesign both the code and data to force know about theĪbove, and restricted items at the level they should be taken. Gain and Level increase, feat purchased at the exact level -Ī) A ton more pop up dialogs (Choose Skills for Level x), Choose In short, we'd have to remaster how Leveling works, track each ![]() We quasi track points gained at what level, but not where thoseĪnything with level based pools, again, nadda. Level, something we don't currently do (Except stats boosts oddly So, first of all, we need to actually track what was gained per
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