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ForgedAnvil D&D 5E Character Generator
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<blockquote data-quote="Conandar" data-source="post: 7391533" data-attributes="member: 6747684"><p>Because the character generator doesn't automatically support magical items that require changes beyond listing it on CSII, except the most basic magic weapons and armor, they can be a bit messy to work with. A different ability score? Some changes can be dealt with using Start page overrides, and there are a few overrides on the Spellcasting page, as well. There are even a few magic items that just have to be noted somewhere, like an item that makes you grown a full beard every day, or one that changes a stat for only certain targets (+2 Charisma when dealing with dwarves, for example) - there is no way to note that on the Start sheet!</p><p></p><p>Lets say that we have a magic Longsword with a +1 to hit and damage, but against goblins that was doubled to +2. One way to deal with it would use two weapon slots on the Start page, one for the normal +1 and the other for the +2 for the special case. I would then override the name to something like "Longsword +2 (vs. Goblins)" If that same sword also glows blue if any goblins are within 60 feet of the sword, there is no place on the Start sheet to note that and instead I would make a note on CSIV or CSV about this effect.</p></blockquote><p></p>
[QUOTE="Conandar, post: 7391533, member: 6747684"] Because the character generator doesn't automatically support magical items that require changes beyond listing it on CSII, except the most basic magic weapons and armor, they can be a bit messy to work with. A different ability score? Some changes can be dealt with using Start page overrides, and there are a few overrides on the Spellcasting page, as well. There are even a few magic items that just have to be noted somewhere, like an item that makes you grown a full beard every day, or one that changes a stat for only certain targets (+2 Charisma when dealing with dwarves, for example) - there is no way to note that on the Start sheet! Lets say that we have a magic Longsword with a +1 to hit and damage, but against goblins that was doubled to +2. One way to deal with it would use two weapon slots on the Start page, one for the normal +1 and the other for the +2 for the special case. I would then override the name to something like "Longsword +2 (vs. Goblins)" If that same sword also glows blue if any goblins are within 60 feet of the sword, there is no place on the Start sheet to note that and instead I would make a note on CSIV or CSV about this effect. [/QUOTE]
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