Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
MPMB's D&D 5e Character Tools
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="morepurplemorebetter" data-source="post: 6677073" data-attributes="member: 6788192"><p>Adding 2 modifiers to attack/damage would require a bit more space, but is theoretically doable. I've decided against this for simplicity reasons and because it won't come up that often.</p><p></p><p>As with your examples:</p><p>Agonizing Blast is available as a weapon. It isn't present in the dropdown-list (but I've added it in v7.1 because more people had trouble finding this functionality <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />). Now you have your Cha added by default and have the damage bonus modifier free for your "+1 Rod of the Pact Keeper".</p><p>TWF had already been implemented. This is explained in the weapon tooltip. Simply type "off-hand" or "secondary" into the weapon field and you'll see the ability modifier being removed from damage.</p><p></p><p>Then regarding HP averages. I used the dice averages to calculate this. When you want to use fixed values you don't use the dice averages, but the dice averages rounded up. I can understand the confusion! So I've added both the average HP, and the HP using fixed values to the HP tooltip.</p><p></p><p>I never knew PayPal worked with country/language settings. I just assumed Paypal would use the language of the person clicking the button, not of the person to whom the account belonged. Thank you for letting me know! I've added the link on the download page to show English. But I'm not sure if there's anything that would've stopped transactions from the US, because I've received donations from the US without any problems before.</p><p></p><p>There's really nothing to switch between. When you want to use the non-variant rule, simply ignore the first two fields "Encumbered" and "Heavily Encumbered". In the 'normal' rules you're allowed to carry 15 times your strength, and push up to 30 times. This is exactly the information the "Push/Drag/Lift" field tells you <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I feel this is kinda redundant when there's already a working implementation for two-weapon fighting (see my reply to apearlma above, and the tooltip text of the weapon fields). The main hand box would be nice if there is also an off-hand box, but I don't think it is a worthy addition on its own.</p><p></p><p></p><p>4) I think it is a bit too ugly. I've done the same tooltip reference for race and background, so I think it is not too much of a break in style to leave it in the tooltip for feats as well.</p><p></p><p>5) Now I understand what you mean! I'm still not convinced that there's a need for an extra field in the HP section, but I think I have implemented a solution in v7.1 that you can live with: I switched the Current Max HP and Temporary HP fields <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Also, the heal button now no longer resets the Current Max HP, and only heals 1/2 lvl worth of HD, starting with the bigger dice. Thank you for this great suggestion! I've implemented the Heal button long ago, at a time that I was much less proficient with Javascript. Then I didn't have any clue as how to make something like this work <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p>Reducing the exhaustion level by 1 would assume there was also some food and drink. Also, it would be changing things on another page that you might not be aware of when you click the button. Thus, I've decided against implementing that.</p><p></p><p>1) The implementation of the exhaustion effects has never been a goal for me. It was a try-out for some code when I was still learning how to do things, and I kept it because I didn't really see any harm in keeping it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> It might be something I'll do for a future update but I don't really see it as a priority. Especially the speed changes are a hassle to do because speed is a text field <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p>2) I tried that, but it looks rather silly because of the boxes (and arrows) being too straight compared to the rest of the attack fields. Apart from the exhaustion-effect, would this be something that is used often? Or would it be better to but something like this next to the Attacks per Action circle?</p></blockquote><p></p>
[QUOTE="morepurplemorebetter, post: 6677073, member: 6788192"] Adding 2 modifiers to attack/damage would require a bit more space, but is theoretically doable. I've decided against this for simplicity reasons and because it won't come up that often. As with your examples: Agonizing Blast is available as a weapon. It isn't present in the dropdown-list (but I've added it in v7.1 because more people had trouble finding this functionality :P). Now you have your Cha added by default and have the damage bonus modifier free for your "+1 Rod of the Pact Keeper". TWF had already been implemented. This is explained in the weapon tooltip. Simply type "off-hand" or "secondary" into the weapon field and you'll see the ability modifier being removed from damage. Then regarding HP averages. I used the dice averages to calculate this. When you want to use fixed values you don't use the dice averages, but the dice averages rounded up. I can understand the confusion! So I've added both the average HP, and the HP using fixed values to the HP tooltip. I never knew PayPal worked with country/language settings. I just assumed Paypal would use the language of the person clicking the button, not of the person to whom the account belonged. Thank you for letting me know! I've added the link on the download page to show English. But I'm not sure if there's anything that would've stopped transactions from the US, because I've received donations from the US without any problems before. There's really nothing to switch between. When you want to use the non-variant rule, simply ignore the first two fields "Encumbered" and "Heavily Encumbered". In the 'normal' rules you're allowed to carry 15 times your strength, and push up to 30 times. This is exactly the information the "Push/Drag/Lift" field tells you :) I feel this is kinda redundant when there's already a working implementation for two-weapon fighting (see my reply to apearlma above, and the tooltip text of the weapon fields). The main hand box would be nice if there is also an off-hand box, but I don't think it is a worthy addition on its own. 4) I think it is a bit too ugly. I've done the same tooltip reference for race and background, so I think it is not too much of a break in style to leave it in the tooltip for feats as well. 5) Now I understand what you mean! I'm still not convinced that there's a need for an extra field in the HP section, but I think I have implemented a solution in v7.1 that you can live with: I switched the Current Max HP and Temporary HP fields :) Also, the heal button now no longer resets the Current Max HP, and only heals 1/2 lvl worth of HD, starting with the bigger dice. Thank you for this great suggestion! I've implemented the Heal button long ago, at a time that I was much less proficient with Javascript. Then I didn't have any clue as how to make something like this work :P Reducing the exhaustion level by 1 would assume there was also some food and drink. Also, it would be changing things on another page that you might not be aware of when you click the button. Thus, I've decided against implementing that. 1) The implementation of the exhaustion effects has never been a goal for me. It was a try-out for some code when I was still learning how to do things, and I kept it because I didn't really see any harm in keeping it :) It might be something I'll do for a future update but I don't really see it as a priority. Especially the speed changes are a hassle to do because speed is a text field :P 2) I tried that, but it looks rather silly because of the boxes (and arrows) being too straight compared to the rest of the attack fields. Apart from the exhaustion-effect, would this be something that is used often? Or would it be better to but something like this next to the Attacks per Action circle? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
MPMB's D&D 5e Character Tools
Top