Khorod said:
Okay, so, how about creating a template? Are their any special tricks to that?
I ask because I have a couple templates that are hard to apply, and if I could have something that would just slide them on, it would be great. (the spirit templates from the Planar Cosmography's Spirit Magic rules). Is there a way to program a random selection of abilities from a list each time a template is applied? For example, the Spirit template provides spell like powers which differ from spirit to spirit, but all come from a given list.
Oh, and since I haven't checked since then, the copy of the netbook of planes stuff you had a couple months ago was obsolete. We are perfectly fine with your including our stuff (under the OGL).
Thanks on netbook/planes. Will update.
Creating template "tricks":
- First up, a new template is created the same way as a new race ( [Shift+Alt+R] for the Race maintenance screen ), except you check the "Template" checkbox to true.
- From that point on, the new template appears in the option list when assigning templates to a creature.
- Obviously you don't need to enter in all the usual race details for a new template (such as Type, Size etc), but there are some useful things you can enter, as follows:
- CR (adds to the base race CR)
- Items (such as a Lich phylactery, or a Vampire's slam attack).
- Most of all - skills, feats, and *Abilities*. These have the standard RPM capability to add game mechanics detail using the standard "Modifiers" (effects to attributes, following stacking rules), or even small scripts.
Modifiers and abilities (race abilities, class features etc) operate in a standard way throught RPM (when used as part of definitions of a class, race, template, item, skill, feat etc). Once you get the knack, it's easy to apply universally.
The other "trick" is to enter "develop mode" before bringing up the relevant screens. This reveals extra tabs of variables ("Vars" ) and script expressions ("Expr"). The "Vars" allows you to create and use adhoc variables for creatures, items, classes etc. This is important in a D20 sense, since you cannot predict what new variables may be required on top of the core ones (eg wounds/vitality for StarWars).
Note that when you create new material, you get the most from RPM when you put full in-game mechanics behind source material.
For example, your standard character generators don't do much more with feats like "Cleave", other than add them to the statblock printout. RPM, on the other hand, has a bit of script behind "Cleave" that detects (when used in-game) if you've downed your opponent with your last damage hit, then prompts you to select another target for another attack.
Another example is the "Power Attack" feat (and several similar feats). Your standard character generator justs lists the feat in the statblock, but RPM has 2 modifiers (for attack and damage) and a script that creates a "power attack option" variable. When used in-game, you can decide under character/creature options, how many points to apply to your "Power Attack" feat at any time. The appropriate attack and damage adjustments will be automatically made, based on your choice.
Obviously, it's up to you how far you want to go when creating/entering your own source material.