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What is the BEST char gen software available?
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<blockquote data-quote="labyrinth" data-source="post: 3337315" data-attributes="member: 48530"><p>Adding classes is quick and easy with Hero Lab. You can do it within a pretty simple editor. Depending on what you're trying to accomplish with your classes, you might might need to write a few lines of script code to do "special" stuff. However, I've always been able to simply copy something that already exists (e.g. a special ability) and modify an id or two. So it's pretty darn easy.</p><p></p><p>Handling multiple classes works easily within Hero Lab. I think you run into a user-interface limitation when you add a sixth class, but I've personally never seen more than four classes in any game I've played in, so the current limit of five ought to plenty for most folks. And since it's just a UI limitation, fixing it shouldn't be too hard.</p><p></p><p>For breaking down bonuses on character sheets, you get the all the usual elements for the attack, saves, armor, etc. I'm not sure what you mean beyond that. One thing that sounds really promising is the ability to create your own custom character sheets with Hero Lab. Apparently, the character sheets use the exact same scripting mechanism (and language) as the rest of the application, so it should be easy to customize things to your heart's content. Alas, it hasn't been exposed yet, since they haven't documented it yet. But they said that it's due out soon (next month, I think they said).</p><p></p><p>As for 99 levels, I have no idea. Based on how the data files are structured, adding a new class adds a fair bit of material to manage for a character, but adding a new level adds almost nothing. So I can't imagine Hero Lab getting bogged down with high-level characters, but that's based on what I've seen from the outside in creating data files. For a concrete answer, you might want to check with the guys who write it over at <a href="http://www.wolflair.com" target="_blank">www.wolflair.com</a>.</p><p></p><p>Hero Lab doesn't have the monster data in yet, but I can't envision that being very hard for them to add at this point. They've outlined how to add your own custom templates on their forums, and it's actually quite easy to do already. It's going to be interesting to see how they plan to make it easier.</p><p></p><p>I've started using Hero Lab on my laptop at my games. You can enter all the in-game effects, let the software do all the calculations automatically, and then delete the effects when they wear off. It even does nifty stuff like give you checkboxes to indicate when your barbarian becomes enraged and then exhausted, applying all the calculations automatically. I ran three instances of Hero Lab at the same time, one with my character and two with the characters of other players in our group. Except for when we all wanted to look at stuff at the same time, it worked like a charm. I've got a feeling the rest of my group is going to be hooked soon after today's game.</p><p></p><p>Personally, I love the "Specials" tab, since it gives me a summary of all the situational special abilities of my character so I don't forget to use an ability. Otherwise, I invariably remember about an ability just AFTER I actually needed to use it. I'm not talking about a laundry list of all my character's feats and abilities, 75% of which are fixed and always apply. I'm talking about a cherry-picked list of just the abilities that apply in special situations, so I only have to scan through a list of 8-10 abilities instead of wading through 40 abilities.</p><p></p><p>I'm definitely hooked on Hero Lab's intuitive UI and all the cool stuff it can do. Give it a close look before making your decision on what tool to use. You won't be sorry.</p></blockquote><p></p>
[QUOTE="labyrinth, post: 3337315, member: 48530"] Adding classes is quick and easy with Hero Lab. You can do it within a pretty simple editor. Depending on what you're trying to accomplish with your classes, you might might need to write a few lines of script code to do "special" stuff. However, I've always been able to simply copy something that already exists (e.g. a special ability) and modify an id or two. So it's pretty darn easy. Handling multiple classes works easily within Hero Lab. I think you run into a user-interface limitation when you add a sixth class, but I've personally never seen more than four classes in any game I've played in, so the current limit of five ought to plenty for most folks. And since it's just a UI limitation, fixing it shouldn't be too hard. For breaking down bonuses on character sheets, you get the all the usual elements for the attack, saves, armor, etc. I'm not sure what you mean beyond that. One thing that sounds really promising is the ability to create your own custom character sheets with Hero Lab. Apparently, the character sheets use the exact same scripting mechanism (and language) as the rest of the application, so it should be easy to customize things to your heart's content. Alas, it hasn't been exposed yet, since they haven't documented it yet. But they said that it's due out soon (next month, I think they said). As for 99 levels, I have no idea. Based on how the data files are structured, adding a new class adds a fair bit of material to manage for a character, but adding a new level adds almost nothing. So I can't imagine Hero Lab getting bogged down with high-level characters, but that's based on what I've seen from the outside in creating data files. For a concrete answer, you might want to check with the guys who write it over at [url]www.wolflair.com[/url]. Hero Lab doesn't have the monster data in yet, but I can't envision that being very hard for them to add at this point. They've outlined how to add your own custom templates on their forums, and it's actually quite easy to do already. It's going to be interesting to see how they plan to make it easier. I've started using Hero Lab on my laptop at my games. You can enter all the in-game effects, let the software do all the calculations automatically, and then delete the effects when they wear off. It even does nifty stuff like give you checkboxes to indicate when your barbarian becomes enraged and then exhausted, applying all the calculations automatically. I ran three instances of Hero Lab at the same time, one with my character and two with the characters of other players in our group. Except for when we all wanted to look at stuff at the same time, it worked like a charm. I've got a feeling the rest of my group is going to be hooked soon after today's game. Personally, I love the "Specials" tab, since it gives me a summary of all the situational special abilities of my character so I don't forget to use an ability. Otherwise, I invariably remember about an ability just AFTER I actually needed to use it. I'm not talking about a laundry list of all my character's feats and abilities, 75% of which are fixed and always apply. I'm talking about a cherry-picked list of just the abilities that apply in special situations, so I only have to scan through a list of 8-10 abilities instead of wading through 40 abilities. I'm definitely hooked on Hero Lab's intuitive UI and all the cool stuff it can do. Give it a close look before making your decision on what tool to use. You won't be sorry. [/QUOTE]
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