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Messages 104499 - 104528 of 110448   Oldest  |  < Older  |  Newer >  |  Newest
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#104499 From: "Henk Slaaf" <henk@...>
Date: Mon Nov 1, 2010 11:13 am
Subject: Re: Final APG pushes...
henkslaaf
Send Email Send Email
 
> Keep your reports coming, I just discovered we were missing an entire section
of Rogue Talents, and
> Traits from just such a report. I've added all them in, though the new traits
are missing their bonuses.

I can try, but I don't know when I can find the time.

When is APG due?

Henk

#104500 From: Andrew Maitland <drew0500@...>
Date: Mon Nov 1, 2010 11:25 am
Subject: Re: Re: Final APG pushes...
Drew0500
Send Email Send Email
 
I'm hoping to have another release this weekend.

Someone did the Racial Traits, I'd have to double check if anything else
remains.


On 11/1/2010 4:13 AM, Henk Slaaf wrote:
>> Keep your reports coming, I just discovered we were missing an entire section
of Rogue Talents, and
>> Traits from just such a report. I've added all them in, though the new traits
are missing their bonuses.
> I can try, but I don't know when I can find the time.
>
> When is APG due?
>
> Henk
>
>
>
> ------------------------------------
>
> Related Lists
> PCGen's release site: http://pcgen.sourceforge.net
> PCGen's Wiki: http://wiki.pcgen.org/
> PCGen's Roadmap: http://wiki.pcgen.org/index.php?title=Roadmap
> PCGen's alpha build: http://pcgen.sourceforge.net/07_autobuilds.php
> PCGen's Online Docs: http://pcgen-test.org/autobuilds/pcgen-docs/index.html
> PCGen's Backup Autobuilds and Docs:
http://pcgen.akozakis.id.au/autobuilds/download.html
>
> PCGen List File Help: http://tech.groups.yahoo.com/group/PCGenListFileHelp/
> (for assistance in creating new homebrew or official list files)
>
> PCGen Experimental: http://tech.groups.yahoo.com/group/pcgen_experimental/
> (for new official data source development)
> Yahoo! Groups Links
>
>
>
>

--
Andrew Maitland (LegacyKing)
Admin Silverback - PCGen Board of Directors
Data 2nd, Docs Tamarin, OS Lemur
Unique Title "Quick-Silverback Tracker Monkey"
Unique Title "The Torturer of PCGen"


[Non-text portions of this message have been removed]

#104501 From: "Chuck" <pcgen2006@...>
Date: Mon Nov 1, 2010 1:05 pm
Subject: Re: [Bug] Possible bug with csheet_fantasy_statblock5.htm
chuckpint
Send Email Send Email
 
What game mode? Do you have the option EQUIPATTACK (under House Rules) checked
or not?

Ok, I'm seeing one sword listed under equipment (the equipped one). But not the
carried one. This works fine in the PDF sheets, but not in statblock5 or
fantasy_std. Interestingly, the encumberance is fine. BTW, I got the same
results under Pathfinder and 3.5. It does not seem to matter whether or not
EQUIPATTACK is checked or not.

Chuck


--- In pcgen@yahoogroups.com, "Allen Cohn" <allen@...> wrote:
>
> I created a generic fighter, gave him two longswords. Put one in his primary
hand and had him carry the other.
>
> The Preview tab shows him with two longswords.
>
> But the File|Print Preview command only shows him having one longsword.
>
> I am using C:\Program
Files\PCGen\PCGen5164RC2\outputsheets\d20\fantasy\htmlxml\csheet_fantasy_statblo\
ck5.htm as my "default HTML output sheet."
>
> Can anyone reproduce this error?
>
> Allen
>

#104502 From: pcgen@yahoogroups.com
Date: Mon Nov 1, 2010 1:24 pm
Subject: File - Greetings from Moderator Monkeys.txt
pcgen@yahoogroups.com
Send Email Send Email
 
Greetings:

* This was last updated 19th of August 2009

Posting guidelines:
-------------------

http://wiki.pcgen.org/index.php?title=Posting_Guidelines

Here is a re-emphasis of those guidelines:
------------------------------------------

We are the Moderator Monkeys. There. We said it. We hope you all enjoyed it,
as it's the first, last, and only time we will refer to ourselves as such,
actually we tell a lie, but that's OK, because we're the Moderators :-)

You've all read the posting guidelines, right? Ha! Fat chance! We've only read
them once myself in several years of service to PCGen. That's a rather long and
lengthy read, not to mention boring. We'll point out the part that concerns us,
and therefore you, the most. We'll even sum it up in two words (points to
anybody that knows where the words come from...don't respond, you know who you
are):

-------
Be Nice
-------

That's it. That's the rule. Be Nice. If you have a disagreement with someone, Be
Nice. If someone's point of view irritates you, Be Nice. If anyone irritates
you, Be Nice. If someone insults your mother, Be Nice.

How, you ask, will you know when it's time to not Be Nice? We're glad you asked
us that. It's a simple answer. It's NEVER time for you to not Be Nice. If you
decide to not Be Nice, we start charging up the Ninja Monkeys. If you're not
nice, we'll close the thread and ask you to Be Nice. If you ignore our request
to Be Nice, we'll close down the thread, again, and TELL you to Be Nice. If you
ignore that we'll get irritated. We really hate having to close a thread more
than once. If you make us close it a third time, we'll whip out the Stick of
Doom(TM), smack you upside the head with it, and then gag you.  Oh yeah and the
Ninja Monkeys will then take bits of your soul and scatter it across the
wastelands.

What's a gag, you ask? That's a simple one to answer too. A gag is where we
remove your posting privileges. If we have to gag you, the typical time is as
follows.

First offence: You get off easy, you lucky sod. You only get gagged for one
day.

Second offence: You don't get off quite as lucky. You get gagged for three
days.

Third offence: By this time, we're becoming VERY irritated with you. You get
gagged for however long we feel like gagging you at the time.
Any offence beyond the third: Now you've flat out Torqued us off! You get one
of two things. Gagged for a VERY long time, or gagged subject to banning by the
BoD (that means you're gagged until the BoD removes you from the project, or the
BoD in a majority decision, makes a very special, very persuasive,
request that you be un-gagged).

Now for the bad news <evil grin>. The above times are NOT set in stone, as some
of you are habitual offenders. You all know who you are, so we don't have to
name any names. Most of you get to skip the request, skip the order, and go
straight to the first offence. Some of you get to skip that and go to the
second offence. A small number of you get to go straight to the third offence.
A VERY select few of you are already at the very long time, or even the gagged
subject to banning by the BoD. That select few: you know who you are. This is
your ONLY warning.

That is the only sidetrack we're making for the habitual offenders. Now
everybody else (the very large majority of our community) pay attention!
Request, Order, Gag is what happens in the typical situation. Not every
situation is typical (imagine that). There will be times where the request phase
will be skipped, and even times when the order phase will be skipped and you'll
go straight to gagged, even though you've never been offensive. We don't expect
those times to happen often, but we imagine they will happen, so we're giving
everyone fair warning. It all depends on how much you offend us <evil grin>.
we'll give you all an example, from recent times, even. If anyone, in any way,
shape or form that we can possibly imagine, bashes/flames any publisher on these
boards, you proceed directly to a minimum of first offence, more depending on
how offensive you were.

Now, we're going to put something to rest right away. Code Monkey Publishing IS
A PUBLISHER, and we're tired of hearing them bashed on and flamed until
well-done. If you don't agree with us, TOUGH! You can disagree with us all you
want off the boards, this is not subject to discussion on the board. Only
warning.

OK, we think we all understand each other now, don't you? Time for us to wrap
this up. What, there's a question in the back? OK, go ahead

Question: You're not just going to leave it like that, are you? You're going
to say something nice to wrap everything up, just like the rest of the BoD,
right?

Answer: Well OK then, we really, really love the fact that we have such a large
a passionate community, we're sorry for the rules, but with 5000+ and counting
of you something had to be done, think of it as the Iron Monkey Paws in the
Velvet Gloves :-)

--------------------------------------------------------------
New Policy on Asking Questions about PI/Closed Content Sources
--------------------------------------------------------------

We respect the Publishers wishes with regards to PI and Closed Content
and therefore strongly prefer that any discussion of the creation of
those data sources are held in Generic terms.

However, we realise that a vast majority of you are asking questions
on how to code data sets for your own personal use and so we're no
longer going to growl or wave fingers at people who mention a
PI/Closed Content reference when asking questions. We will however
continue to state our responses to those questions in a generic manner
and hope that you'll do the same.

We will still not tolerate any PI/Closed Content being uploaded to our
file areas or any attempts at illegally sharing data sources.

Examples:
---------

1.) A user asking how to code the Skirmish ability from the Complete
Adventurer (WotC) will receive a helpful polite answer phrased in
generic terms, e.g "To implement an Ability that gives 1d6 damage
every 3 levels you'd want to look to the Rogue sneak attack
progression in our SRD files". But no more finger waving or growling
from the Moderators!

2.) A user stating that they want someone to give them a privately
coded data source for the Complete Adventurer set will be warned etc.

3.) A user uploading the Complete Adventurer data source will be
warned etc.

So, for all community members, there's no longer any need to call in
the Moderator if a PI/Closed Content question is asked. We will step
in if necessary if someone blatantly abuses this new policy.

For reference:
--------------

Closed Content/PI is any data source that we don't have permission to
publish ourselves or isn't OGL/OGC.

Please see:

http://pcgen.sourceforge.net/autobuilds/pcgen-docs/acknowledgments/publishersand\
sources.html

For a list of publisher permissions that we currently have.

PapaDRB and Karianna - on behalf of the Moderators
- This doc was modified from Mynex's and Hetter's original doc.

#104503 From: "Allen Cohn" <allen@...>
Date: Mon Nov 1, 2010 3:04 pm
Subject: Re: [Bug] Possible bug with csheet_fantasy_statblock5.htm
allencohn
Send Email Send Email
 
Looks like I don't actually need to respond to this since you tried all
permutations.

FYI, I was under 3.5 and did not have EQUIPATTACK checked (nor do I even
understand what that does).

FYI, a friend of mine tried purchasing several longswords and putting some
of the duplicates in containers. This produced some odd File | Print Preview
results, too. Even if there were multiple swords in the sack, only one would
show up. For each sack, a maximum of one would be displayed.

Allen

#104504 From: "AndrewW" <andrew.wardell@...>
Date: Mon Nov 1, 2010 4:13 pm
Subject: Kingmaker Campaign Traits
andrewwardell
Send Email Send Email
 
Using the 5.16.4 release candidtate, when I include the Kingmaker Player's
Guide, I still do not see any of the campaign traits.  I've removed the 'No
Traits' trait from the character...is there something else I'm missing?

#104505 From: Stefan Radermacher <radermacher@...>
Date: Mon Nov 1, 2010 4:45 pm
Subject: Re: Kingmaker Campaign Traits
zaister
Send Email Send Email
 
On Monday 01 November 2010 17:13:09 AndrewW wrote:
> Using the 5.16.4 release candidtate, when I include the Kingmaker Player's
> Guide, I still do not see any of the campaign traits.  I've removed the
> 'No Traits' trait from the character...is there something else I'm
> missing?

Sounds weird. Can you upload a screenshot of the Traits subtab to
http://pastebin.org?

Stefan.

#104506 From: Andrew Maitland <drew0500@...>
Date: Mon Nov 1, 2010 6:51 pm
Subject: COMMIT-SVN Mailing List stopped working
Drew0500
Send Email Send Email
 
Hi,

Just a note, several commits haven't come across on the commit svn list.

I just looked at the list direct and it doesn't have anything new after Barak
entered the newest source.

I'm not in the best position to investigate this ATM.

Can one of our Admins for the project investigate or raise a note with SF.
Thanks.



--
Andrew Maitland (LegacyKing)
Admin Silverback - PCGen Board of Directors
Data 2nd, Docs Tamarin, OS Lemur
Unique Title "Quick-Silverback Tracker Monkey"
Unique Title "The Torturer of PCGen"


[Non-text portions of this message have been removed]

#104507 From: Martijn Verburg <martijnverburg@...>
Date: Mon Nov 1, 2010 8:20 pm
Subject: Re: [pcgen_developers] COMMIT-SVN Mailing List stopped working
karianna03
Send Email Send Email
 
Hi All,

The list archive definitely has the latest messages, could just have been a
processing delay on SF's part.  Lets give it 24 hours.

K

On Mon, Nov 1, 2010 at 6:51 PM, Andrew Maitland <drew0500@...> wrote:

>
>
>  Hi,
>
> Just a note, several commits haven't come across on the commit svn list.
>
> I just looked at the list direct and it doesn't have anything new after
> Barak entered the newest source.
>
> I'm not in the best position to investigate this ATM.
>
> Can one of our Admins for the project investigate or raise a note with SF.
> Thanks.
>
>
>
> --
>  Andrew Maitland (LegacyKing)
> Admin Silverback - PCGen Board of Directors
> Data 2nd, Docs Tamarin, OS Lemur
> Unique Title "Quick-Silverback Tracker Monkey"
> Unique Title "The Torturer of PCGen"
>
>
>


[Non-text portions of this message have been removed]

#104508 From: Andrew Maitland <drew0500@...>
Date: Mon Nov 1, 2010 8:34 pm
Subject: Re: [pcgen_bod] Re: [pcgen_developers] COMMIT-SVN Mailing List stopped working
Drew0500
Send Email Send Email
 
Yeah, there was a serious delay, looks like SF got clogged, it's all working
again though.

Thanks.


On 11/1/2010 1:20 PM, Martijn Verburg wrote:
>
>
> Hi All,
>
> The list archive definitely has the latest messages, could just have been a
processing delay on
> SF's part.  Lets give it 24 hours.
>
> K
>
> On Mon, Nov 1, 2010 at 6:51 PM, Andrew Maitland <drew0500@...
<mailto:drew0500@...>>
> wrote:
>
>     Hi,
>
>     Just a note, several commits haven't come across on the commit svn list.
>
>     I just looked at the list direct and it doesn't have anything new after
Barak entered the
>     newest source.
>
>     I'm not in the best position to investigate this ATM.
>
>     Can one of our Admins for the project investigate or raise a note with SF.
Thanks.
>
>
>
>     --
>     Andrew Maitland (LegacyKing)
>     Admin Silverback - PCGen Board of Directors
>     Data 2nd, Docs Tamarin, OS Lemur
>     Unique Title "Quick-Silverback Tracker Monkey"
>     Unique Title "The Torturer of PCGen"
>
>
>
>
>

--
Andrew Maitland (LegacyKing)
Admin Silverback - PCGen Board of Directors
Data 2nd, Docs Tamarin, OS Lemur
Unique Title "Quick-Silverback Tracker Monkey"
Unique Title "The Torturer of PCGen"


[Non-text portions of this message have been removed]

#104509 From: "Andrew Wardell" <andrew.wardell@...>
Date: Tue Nov 2, 2010 1:45 pm
Subject: RE: Kingmaker Campaign Traits
andrewwardell
Send Email Send Email
 
I couldn't get it to upload to pastebin, but the screenshot can be found at
http://kingmaker.frozenstar.net/PCGen5164RC2_Traits.png

The only source that shows is the APG.



I've verified that the Kingmaker Player's Guide has loaded, as I can see
Thylacine and Elk as potential Animal Companions.



Any assistance would be appreciated.





From: pcgen@yahoogroups.com [mailto:pcgen@yahoogroups.com] On Behalf Of
Stefan Radermacher
Sent: Monday, November 01, 2010 12:45 PM
To: pcgen@yahoogroups.com
Subject: Re: [pcgen] Kingmaker Campaign Traits





On Monday 01 November 2010 17:13:09 AndrewW wrote:
> Using the 5.16.4 release candidtate, when I include the Kingmaker Player's
> Guide, I still do not see any of the campaign traits. I've removed the
> 'No Traits' trait from the character...is there something else I'm
> missing?

Sounds weird. Can you upload a screenshot of the Traits subtab to
http://pastebin.org?

Stefan.





[Non-text portions of this message have been removed]

#104510 From: Stefan Radermacher <radermacher@...>
Date: Tue Nov 2, 2010 1:53 pm
Subject: Re: Kingmaker Campaign Traits
zaister
Send Email Send Email
 
On Tuesday 02 November 2010 14:45:06 Andrew Wardell wrote:
> I couldn't get it to upload to pastebin, but the screenshot can be found at
> http://kingmaker.frozenstar.net/PCGen5164RC2_Traits.png

I see now what you. It seems something has changed since I originally
implemented that. You can currently access the Campaign traits if you switch
to that view using the dropdown box in the lower right, but that is not what I
had in mind. I have to check out what has changed.

Regards,
Stefan.

#104511 From: "gjorbjond" <Gjorbjond@...>
Date: Tue Nov 2, 2010 2:16 pm
Subject: Re: Kingmaker Campaign Traits
gjorbjond
Send Email Send Email
 
It's my understanding that the campaign traits and noble born traits are just
traits and should pull from the same ability pool as the basic traits.  You only
get 2 traits in a typical game, regardless of type.


--- In pcgen@yahoogroups.com, Stefan Radermacher <radermacher@...> wrote:
>
> On Tuesday 02 November 2010 14:45:06 Andrew Wardell wrote:
> > I couldn't get it to upload to pastebin, but the screenshot can be found at
> > http://kingmaker.frozenstar.net/PCGen5164RC2_Traits.png
>
> I see now what you. It seems something has changed since I originally
> implemented that. You can currently access the Campaign traits if you switch
> to that view using the dropdown box in the lower right, but that is not what I
> had in mind. I have to check out what has changed.
>
> Regards,
> Stefan.
>

#104512 From: Stefan Radermacher <radermacher@...>
Date: Tue Nov 2, 2010 2:21 pm
Subject: Re: Re: Kingmaker Campaign Traits
zaister
Send Email Send Email
 
On Tuesday 02 November 2010 15:16:37 you wrote:
> It's my understanding that the campaign traits and noble born traits are
> just traits and should pull from the same ability pool as the basic
> traits.  You only get 2 traits in a typical game, regardless of type.

You are correct basically. However, the rules indicate that if you play in a
campaing with campaign traits, like an adventue path, that one of those traits
MUST chosen from the campaign traits. In order to enforce that rule I created
a separate ability category Campaign Traits in the adventure path player's
guide datasets and shifted one trait slot from the general traits pool to this
new pool.

Stefan.


[Non-text portions of this message have been removed]

#104513 From: Stefan Radermacher <radermacher@...>
Date: Tue Nov 2, 2010 2:24 pm
Subject: Re: Kingmaker Campaign Traits
zaister
Send Email Send Email
 
On Tuesday 02 November 2010 14:53:40 Stefan Radermacher wrote:
> I see now what you. It seems something has changed since I originally
> implemented that. You can currently access the Campaign traits if you
> switch to that view using the dropdown box in the lower right, but that is
> not what I had in mind. I have to check out what has changed.

I think I know what the problem is. Besides the fact that the the Traits
categories were messed up a bit, the implementation relied on the fact that
the default character kits in the Kingmaker dataset were able to override
those from the Trait Web Enhancement dataset due to the fact of being newer.
Using the APG dataset instead this no longer works, as the APG is now the
newer source and so the default does not get overridden by the special case.
I'll have to think about that.

I guess the duplicate choosuing algorithm should look at source rank first,
and only if they are equal use the source date.

Stefan.


[Non-text portions of this message have been removed]

#104514 From: "David R. Bender" <Papa.DRB@...>
Date: Tue Nov 2, 2010 2:27 pm
Subject: Re: Re: Kingmaker Campaign Traits
papa_drb
Send Email Send Email
 
Hmm.. That is not what my understanding is.

If you are going to use Campaign Traits, you get 1 of them and 1 regular
trait. I would rather have them as separate lines. There is an
abilitypool for them, but it is not being added to. This is my .pcc file
that I will be using for when I run Kingmaker for my group:

===============
# David R. Bender
CAMPAIGN:Campaign - Kingmaker
GAMEMODE:Pathfinder
RANK:6
TYPE:*Only load from here - Campaign files
#
# Pathfinder Final Ruleset
PCC:@\alpha\paizo\pathfinder_rpg\core_rulebook\core_rulebook.pcc
# Pathfinder APG
PCC:@\alpha\paizo\pathfinder_rpg\advanced_players_guide\advanded_players_guide.p\
cc
#
# PCGen item renamer (+x to front of weapon/armor)
PCC:@\d20ogl\pcgen\renamer\pcgen_ogc_renamer.pcc
#
# My stuff for Pathfinder
PCC:@\DRB-Data\Pathfinder\DRB-Pathfinder.pcc
#
# Paizo Kingmaker Player's Guide
PCC:@\alpha\paizo\pathfinder_adventure_paths\kingmaker\kingmaker_players_guide\k\
ingmaker_players_guide.pcc
#
#BONUS:ABILITYPOOL|Favored Class|1|PREPCLEVEL:MIN=1
BONUS:ABILITYPOOL|Campaign Traits|1|PREPCLEVEL:MIN=1
BONUS:ABILITYPOOL|Traits|-1|PREPCLEVEL:MIN=1
==========

Notice that I had to add 1 to Campaign Traits and subtract 1 from Traits
to get the numbers to work out.

I also have the same file for Serpent's Skull except pointing to the
appropriate players guide and it works for that also.



David
Papa.DRB

Grognard (definition 1) <http://mysite.verizon.net/vze16ni4g/Grognard.html>
My better half and me
<http://mysite.verizon.net/vze16ni4g/Nana-and-Papa2.JPG>
Madness takes its toll - please have exact change.

On 11/2/2010 10:16 AM, gjorbjond wrote:
> It's my understanding that the campaign traits and noble born traits are just
traits and should pull from the same ability pool as the basic traits.  You only
get 2 traits in a typical game, regardless of type.
>
>
> --- In pcgen@yahoogroups.com, Stefan Radermacher<radermacher@...>  wrote:
>> On Tuesday 02 November 2010 14:45:06 Andrew Wardell wrote:
>>> I couldn't get it to upload to pastebin, but the screenshot can be found at
>>> http://kingmaker.frozenstar.net/PCGen5164RC2_Traits.png
>> I see now what you. It seems something has changed since I originally
>> implemented that. You can currently access the Campaign traits if you switch
>> to that view using the dropdown box in the lower right, but that is not what
I
>> had in mind. I have to check out what has changed.
>>
>> Regards,
>> Stefan.
>>
>
>
>
> ------------------------------------
>
> Related Lists
> PCGen's release site: http://pcgen.sourceforge.net
> PCGen's Wiki: http://wiki.pcgen.org/
> PCGen's Roadmap: http://wiki.pcgen.org/index.php?title=Roadmap
> PCGen's alpha build: http://pcgen.sourceforge.net/07_autobuilds.php
> PCGen's Online Docs: http://pcgen-test.org/autobuilds/pcgen-docs/index.html
> PCGen's Backup Autobuilds and Docs:
http://pcgen.akozakis.id.au/autobuilds/download.html
>
> PCGen List File Help: http://tech.groups.yahoo.com/group/PCGenListFileHelp/
> (for assistance in creating new homebrew or official list files)
>
> PCGen Experimental: http://tech.groups.yahoo.com/group/pcgen_experimental/
> (for new official data source development)
> Yahoo! Groups Links
>
>
>
>

#104515 From: Stefan Radermacher <radermacher@...>
Date: Tue Nov 2, 2010 2:30 pm
Subject: Re: Re: Kingmaker Campaign Traits
zaister
Send Email Send Email
 
On Tuesday 02 November 2010 15:21:17 Stefan Radermacher wrote:
> You are correct basically. However, the rules indicate that if you play in
> a campaing with campaign traits, like an adventue path, that one of those
> traits MUST chosen from the campaign traits. In order to enforce that rule
> I created a separate ability category Campaign Traits in the adventure
> path player's guide datasets and shifted one trait slot from the general
> traits pool to this new pool.

It seems I'm talking to myself a lot here today. :)

Anyway, maybe the best solution is indeed to throw away the Campaign Traits
category, that way the duplicate override would no longer be necessary.

In fact, if a higher level character joins an adventure path later on, it
won't make much sense enforcing a Campaign trait. For example, considering the
campaign traits from Serpent's Skull, we see that they select a reason for a
new character to be on the ship at the start of the campaign. Later on, that
makes no sense for a new character who most probably has never even been on
the ship, so forcing him to take one campaign trait in this case really makes
no sense.

If I get no opposition on this here, I will adapt all relevant sets to remove
this category and sort the campaign traits into the general traits category.

Stefan.


[Non-text portions of this message have been removed]

#104516 From: Stefan Radermacher <radermacher@...>
Date: Tue Nov 2, 2010 2:34 pm
Subject: Re: Re: Kingmaker Campaign Traits
zaister
Send Email Send Email
 
On Tuesday 02 November 2010 15:27:21 David R. Bender wrote:
> Hmm.. That is not what my understanding is.
>
> If you are going to use Campaign Traits, you get 1 of them and 1 regular
> trait. I would rather have them as separate lines. There is an
> abilitypool for them, but it is not being added to. This is my .pcc file
> that I will be using for when I run Kingmaker for my group:

> Notice that I had to add 1 to Campaign Traits and subtract 1 from Traits
> to get the numbers to work out.
>
> I also have the same file for Serpent's Skull except pointing to the
> appropriate players guide and it works for that also.

David, that is how it originally woirked when I first implemeted that. As soon
as one of the Aadventure path player's guide datasets was loaded, the slots
were changed from "two general traits" to "one general trait and one campaign
trait". However the traits categories have been moved about, even into the
core dataset, where they to not belong at all. These changes - and the fact
that the duplicate workout does not really work with the APG set - have messed
up the mechanism.

However, check out the mail I just wrote before this; I think it does in fact
make sense to remove that enforcing.

Stefan.


[Non-text portions of this message have been removed]

#104517 From: "David R. Bender" <Papa.DRB@...>
Date: Tue Nov 2, 2010 2:40 pm
Subject: Re: Re: Kingmaker Campaign Traits
papa_drb
Send Email Send Email
 
Yes, I just read that post. Not sure that I agree with removing the
enforcement, but I am not so opposed that I would say no.

David
Papa.DRB

Grognard (definition 1) <http://mysite.verizon.net/vze16ni4g/Grognard.html>
My better half and me
<http://mysite.verizon.net/vze16ni4g/Nana-and-Papa2.JPG>
Madness takes its toll - please have exact change.

On 11/2/2010 10:34 AM, Stefan Radermacher wrote:
> On Tuesday 02 November 2010 15:27:21 David R. Bender wrote:
>> Hmm.. That is not what my understanding is.
>>
>> If you are going to use Campaign Traits, you get 1 of them and 1 regular
>> trait. I would rather have them as separate lines. There is an
>> abilitypool for them, but it is not being added to. This is my .pcc file
>> that I will be using for when I run Kingmaker for my group:
>> Notice that I had to add 1 to Campaign Traits and subtract 1 from Traits
>> to get the numbers to work out.
>>
>> I also have the same file for Serpent's Skull except pointing to the
>> appropriate players guide and it works for that also.
> David, that is how it originally woirked when I first implemeted that. As soon
> as one of the Aadventure path player's guide datasets was loaded, the slots
> were changed from "two general traits" to "one general trait and one campaign
> trait". However the traits categories have been moved about, even into the
> core dataset, where they to not belong at all. These changes - and the fact
> that the duplicate workout does not really work with the APG set - have messed
> up the mechanism.
>
> However, check out the mail I just wrote before this; I think it does in fact
> make sense to remove that enforcing.
>
> Stefan.

#104518 From: Stefan Radermacher <radermacher@...>
Date: Tue Nov 2, 2010 3:14 pm
Subject: Re: Re: Kingmaker Campaign Traits
zaister
Send Email Send Email
 
On Tuesday 02 November 2010 15:40:54 David R. Bender wrote:
> Yes, I just read that post. Not sure that I agree with removing the
> enforcement, but I am not so opposed that I would say no.

Would you want to force a new character joining your Serpen't Skull party in,
say, Chapter 3 to take a campaign trait from the Serpent's Skull Player's
Guide, when he most probably never was on that ship?

Stefan.


[Non-text portions of this message have been removed]

#104519 From: "David R. Bender" <Papa.DRB@...>
Date: Tue Nov 2, 2010 3:19 pm
Subject: Re: Re: Kingmaker Campaign Traits
papa_drb
Send Email Send Email
 
That is why I am not saying no.

David
Papa.DRB

Grognard (definition 1) <http://mysite.verizon.net/vze16ni4g/Grognard.html>
My better half and me
<http://mysite.verizon.net/vze16ni4g/Nana-and-Papa2.JPG>
Madness takes its toll - please have exact change.

On 11/2/2010 11:14 AM, Stefan Radermacher wrote:
> On Tuesday 02 November 2010 15:40:54 David R. Bender wrote:
>> Yes, I just read that post. Not sure that I agree with removing the
>> enforcement, but I am not so opposed that I would say no.
> Would you want to force a new character joining your Serpen't Skull party in,
> say, Chapter 3 to take a campaign trait from the Serpent's Skull Player's
> Guide, when he most probably never was on that ship?
>
> Stefan.

#104520 From: Andrew Maitland <drew0500@...>
Date: Tue Nov 2, 2010 9:19 pm
Subject: Re: Re: Kingmaker Campaign Traits
Drew0500
Send Email Send Email
 
Hi,

I'm in agreement with Stefan, it's not up to us to enforce certain rules if
there isn't an easy
bypass. One General Pool, and leave it up to the GM and players to police
themselves.

AS to the pools merging into the Core, I think that was a Logistics issue of
depending on which
source combo you'd get issues.

I don't care if the ABILITYCATEGORY is made in the core, the relevant Traits
*ARE* being loaded with
the correct sources, and that's ALL that matters to me.


On 11/2/2010 8:19 AM, David R. Bender wrote:
> That is why I am not saying no.
>
> David
> Papa.DRB
>
> Grognard (definition 1)<http://mysite.verizon.net/vze16ni4g/Grognard.html>
> My better half and me
> <http://mysite.verizon.net/vze16ni4g/Nana-and-Papa2.JPG>
> Madness takes its toll - please have exact change.
>
> On 11/2/2010 11:14 AM, Stefan Radermacher wrote:
>> On Tuesday 02 November 2010 15:40:54 David R. Bender wrote:
>>> Yes, I just read that post. Not sure that I agree with removing the
>>> enforcement, but I am not so opposed that I would say no.
>> Would you want to force a new character joining your Serpen't Skull party in,
>> say, Chapter 3 to take a campaign trait from the Serpent's Skull Player's
>> Guide, when he most probably never was on that ship?
>>
>> Stefan.
>
> ------------------------------------
>
> Related Lists
> PCGen's release site: http://pcgen.sourceforge.net
> PCGen's Wiki: http://wiki.pcgen.org/
> PCGen's Roadmap: http://wiki.pcgen.org/index.php?title=Roadmap
> PCGen's alpha build: http://pcgen.sourceforge.net/07_autobuilds.php
> PCGen's Online Docs: http://pcgen-test.org/autobuilds/pcgen-docs/index.html
> PCGen's Backup Autobuilds and Docs:
http://pcgen.akozakis.id.au/autobuilds/download.html
>
> PCGen List File Help: http://tech.groups.yahoo.com/group/PCGenListFileHelp/
> (for assistance in creating new homebrew or official list files)
>
> PCGen Experimental: http://tech.groups.yahoo.com/group/pcgen_experimental/
> (for new official data source development)
> Yahoo! Groups Links
>
>
>
>

--
Andrew Maitland (LegacyKing)
Admin Silverback - PCGen Board of Directors
Data 2nd, Docs Tamarin, OS Lemur
Unique Title "Quick-Silverback Tracker Monkey"
Unique Title "The Torturer of PCGen"


[Non-text portions of this message have been removed]

#104521 From: Stefan Radermacher <radermacher@...>
Date: Tue Nov 2, 2010 10:58 pm
Subject: Re: Re: Kingmaker Campaign Traits
zaister
Send Email Send Email
 
Ok, I'm changing the sets to remove the separate ability category for campaign
traits. I think I will also abandon the concept of preselecting "No Traits",
as this is clearly non-intuitive for users. The way it is implemented, Traits
are only awarded to player character races, so monsters are not affected, only
NPCs, and a GM user can then select the No Traits ability manually. I think
this is the better solution and users will no longer wonder what to do.

I'd also like to change the keys of the traits to conform to the usual
standards for keys, i.e. "Foo ~ Trait" instead of "Foo_Trait".

Ah. and another thing. I'm not too happy of including the sample campaign
traits from the APG in the APG dataset. Including them will result in them
showing up, for example, as campaign traits in a Kingmaker Adventure Path
setup, even if they are not available or meaningful for that campaign.
Basically they are just included in the book for GMs as an inspiration on how
to create their own campaign traits, not as real gaming material, because they
won't be applicable to 99% of all campaigns. I'd leave them out, but another
idea of how to handle them if everybody wants them included, would be nice.
Though their use will really be minimal.

Regards,
Stefan.

On Tuesday 02 November 2010 22:19:46 Andrew Maitland wrote:
>    Hi,
>
> I'm in agreement with Stefan, it's not up to us to enforce certain rules if
> there isn't an easy bypass. One General Pool, and leave it up to the GM
> and players to police themselves.
>
> AS to the pools merging into the Core, I think that was a Logistics issue
> of depending on which source combo you'd get issues.
>
> I don't care if the ABILITYCATEGORY is made in the core, the relevant
> Traits *ARE* being loaded with the correct sources, and that's ALL that
> matters to me.
>
> On 11/2/2010 8:19 AM, David R. Bender wrote:
> > That is why I am not saying no.
> >
> > David
> > Papa.DRB
> >
> > Grognard (definition
> > 1)<http://mysite.verizon.net/vze16ni4g/Grognard.html> My better half and
> > me
> > <http://mysite.verizon.net/vze16ni4g/Nana-and-Papa2.JPG>
> > Madness takes its toll - please have exact change.
> >
> > On 11/2/2010 11:14 AM, Stefan Radermacher wrote:
> >> On Tuesday 02 November 2010 15:40:54 David R. Bender wrote:
> >>> Yes, I just read that post. Not sure that I agree with removing the
> >>> enforcement, but I am not so opposed that I would say no.
> >>
> >> Would you want to force a new character joining your Serpen't Skull
> >> party in, say, Chapter 3 to take a campaign trait from the Serpent's
> >> Skull Player's Guide, when he most probably never was on that ship?
> >>
> >> Stefan.
> >
> > ------------------------------------
> >
> > Related Lists
> > PCGen's release site: http://pcgen.sourceforge.net
> > PCGen's Wiki: http://wiki.pcgen.org/
> > PCGen's Roadmap: http://wiki.pcgen.org/index.php?title=Roadmap
> > PCGen's alpha build: http://pcgen.sourceforge.net/07_autobuilds.php
> > PCGen's Online Docs:
> > http://pcgen-test.org/autobuilds/pcgen-docs/index.html PCGen's Backup
> > Autobuilds and Docs:
> > http://pcgen.akozakis.id.au/autobuilds/download.html
> >
> > PCGen List File Help:
> > http://tech.groups.yahoo.com/group/PCGenListFileHelp/ (for assistance in
> > creating new homebrew or official list files)
> >
> > PCGen Experimental:
> > http://tech.groups.yahoo.com/group/pcgen_experimental/ (for new official
> > data source development)
> > Yahoo! Groups Links


[Non-text portions of this message have been removed]

#104522 From: Andrew Maitland <drew0500@...>
Date: Tue Nov 2, 2010 11:26 pm
Subject: Re: Re: Kingmaker Campaign Traits
Drew0500
Send Email Send Email
 
Hi,




On 11/2/2010 3:58 PM, Stefan Radermacher wrote:
> Ok, I'm changing the sets to remove the separate ability category for campaign
> traits. I think I will also abandon the concept of preselecting "No Traits",
> as this is clearly non-intuitive for users. The way it is implemented, Traits
> are only awarded to player character races, so monsters are not affected, only
> NPCs, and a GM user can then select the No Traits ability manually. I think
> this is the better solution and users will no longer wonder what to do.

Sounds like a good plan.

> I'd also like to change the keys of the traits to conform to the usual
> standards for keys, i.e. "Foo ~ Trait" instead of "Foo_Trait".

I was wondering why there was a difference, but I just tried to match the
standards.

> Ah. and another thing. I'm not too happy of including the sample campaign
> traits from the APG in the APG dataset. Including them will result in them
> showing up, for example, as campaign traits in a Kingmaker Adventure Path
> setup, even if they are not available or meaningful for that campaign.
> Basically they are just included in the book for GMs as an inspiration on how
> to create their own campaign traits, not as real gaming material, because they
> won't be applicable to 99% of all campaigns. I'd leave them out, but another
> idea of how to handle them if everybody wants them included, would be nice.
> Though their use will really be minimal.

Leaving them in should be fine. Once we move to trunk, we can simply use SORTKEY
to put the sample
at the bottom of the list. And yes, homebrews can model theirs after the
existing ones. Nothing
wrong with that. I was going through and entering ALL the missing items.

Cheers,

> Regards,
> Stefan.
>
> On Tuesday 02 November 2010 22:19:46 Andrew Maitland wrote:
>>     Hi,
>>
>> I'm in agreement with Stefan, it's not up to us to enforce certain rules if
>> there isn't an easy bypass. One General Pool, and leave it up to the GM
>> and players to police themselves.
>>
>> AS to the pools merging into the Core, I think that was a Logistics issue
>> of depending on which source combo you'd get issues.
>>
>> I don't care if the ABILITYCATEGORY is made in the core, the relevant
>> Traits *ARE* being loaded with the correct sources, and that's ALL that
>> matters to me.
>>
>> On 11/2/2010 8:19 AM, David R. Bender wrote:
>>> That is why I am not saying no.
>>>
>>> David
>>> Papa.DRB
>>>
>>> Grognard (definition
>>> 1)<http://mysite.verizon.net/vze16ni4g/Grognard.html>  My better half and
>>> me
>>> <http://mysite.verizon.net/vze16ni4g/Nana-and-Papa2.JPG>
>>> Madness takes its toll - please have exact change.
>>>
>>> On 11/2/2010 11:14 AM, Stefan Radermacher wrote:
>>>> On Tuesday 02 November 2010 15:40:54 David R. Bender wrote:
>>>>> Yes, I just read that post. Not sure that I agree with removing the
>>>>> enforcement, but I am not so opposed that I would say no.
>>>> Would you want to force a new character joining your Serpen't Skull
>>>> party in, say, Chapter 3 to take a campaign trait from the Serpent's
>>>> Skull Player's Guide, when he most probably never was on that ship?
>>>>
>>>> Stefan.
>>> ------------------------------------
>>>
>>> Related Lists
>>> PCGen's release site: http://pcgen.sourceforge.net
>>> PCGen's Wiki: http://wiki.pcgen.org/
>>> PCGen's Roadmap: http://wiki.pcgen.org/index.php?title=Roadmap
>>> PCGen's alpha build: http://pcgen.sourceforge.net/07_autobuilds.php
>>> PCGen's Online Docs:
>>> http://pcgen-test.org/autobuilds/pcgen-docs/index.html PCGen's Backup
>>> Autobuilds and Docs:
>>> http://pcgen.akozakis.id.au/autobuilds/download.html
>>>
>>> PCGen List File Help:
>>> http://tech.groups.yahoo.com/group/PCGenListFileHelp/ (for assistance in
>>> creating new homebrew or official list files)
>>>
>>> PCGen Experimental:
>>> http://tech.groups.yahoo.com/group/pcgen_experimental/ (for new official
>>> data source development)
>>> Yahoo! Groups Links
>
> [Non-text portions of this message have been removed]
>
>
>
> ------------------------------------
>
> Related Lists
> PCGen's release site: http://pcgen.sourceforge.net
> PCGen's Wiki: http://wiki.pcgen.org/
> PCGen's Roadmap: http://wiki.pcgen.org/index.php?title=Roadmap
> PCGen's alpha build: http://pcgen.sourceforge.net/07_autobuilds.php
> PCGen's Online Docs: http://pcgen-test.org/autobuilds/pcgen-docs/index.html
> PCGen's Backup Autobuilds and Docs:
http://pcgen.akozakis.id.au/autobuilds/download.html
>
> PCGen List File Help: http://tech.groups.yahoo.com/group/PCGenListFileHelp/
> (for assistance in creating new homebrew or official list files)
>
> PCGen Experimental: http://tech.groups.yahoo.com/group/pcgen_experimental/
> (for new official data source development)
> Yahoo! Groups Links
>
>
>
>

--
Andrew Maitland (LegacyKing)
Admin Silverback - PCGen Board of Directors
Data 2nd, Docs Tamarin, OS Lemur
Unique Title "Quick-Silverback Tracker Monkey"
Unique Title "The Torturer of PCGen"


[Non-text portions of this message have been removed]

#104523 From: Stefan Radermacher <radermacher@...>
Date: Tue Nov 2, 2010 11:35 pm
Subject: Re: Re: Kingmaker Campaign Traits
zaister
Send Email Send Email
 
On Wednesday 03 November 2010 00:26:35 Andrew Maitland wrote:
> Leaving them in should be fine. Once we move to trunk, we can simply use
> SORTKEY to put the sample at the bottom of the list. And yes, homebrews
> can model theirs after the existing ones. Nothing wrong with that. I was
> going through and entering ALL the missing items.

Maybe we can use TYPE:SampleCampaignTraits with those instead of
TYPE:CampaignTraits.

Stefan.

#104524 From: Andrew Maitland <drew0500@...>
Date: Tue Nov 2, 2010 11:40 pm
Subject: Re: Re: Kingmaker Campaign Traits
Drew0500
Send Email Send Email
 
Hi,

I'm fine with that.


On 11/2/2010 4:35 PM, Stefan Radermacher wrote:
> On Wednesday 03 November 2010 00:26:35 Andrew Maitland wrote:
>> Leaving them in should be fine. Once we move to trunk, we can simply use
>> SORTKEY to put the sample at the bottom of the list. And yes, homebrews
>> can model theirs after the existing ones. Nothing wrong with that. I was
>> going through and entering ALL the missing items.
> Maybe we can use TYPE:SampleCampaignTraits with those instead of
> TYPE:CampaignTraits.
>
> Stefan.
>
>
> ------------------------------------
>
> Related Lists
> PCGen's release site: http://pcgen.sourceforge.net
> PCGen's Wiki: http://wiki.pcgen.org/
> PCGen's Roadmap: http://wiki.pcgen.org/index.php?title=Roadmap
> PCGen's alpha build: http://pcgen.sourceforge.net/07_autobuilds.php
> PCGen's Online Docs: http://pcgen-test.org/autobuilds/pcgen-docs/index.html
> PCGen's Backup Autobuilds and Docs:
http://pcgen.akozakis.id.au/autobuilds/download.html
>
> PCGen List File Help: http://tech.groups.yahoo.com/group/PCGenListFileHelp/
> (for assistance in creating new homebrew or official list files)
>
> PCGen Experimental: http://tech.groups.yahoo.com/group/pcgen_experimental/
> (for new official data source development)
> Yahoo! Groups Links
>
>
>
>

--
Andrew Maitland (LegacyKing)
Admin Silverback - PCGen Board of Directors
Data 2nd, Docs Tamarin, OS Lemur
Unique Title "Quick-Silverback Tracker Monkey"
Unique Title "The Torturer of PCGen"


[Non-text portions of this message have been removed]

#104525 From: "Derrik H. Gilmore" <dhgilmore@...>
Date: Wed Nov 3, 2010 1:27 am
Subject: RE: Re: Kingmaker Campaign Traits
cathaoir_01
Send Email Send Email
 
Heya:



Quick FYI. When starting a new campaign/Adventure Path, Campaign Traits are
NOT a requirement. Like any other trait they are an optional component and
basically give you one more category of traits to choose from. They primary
intention is to tie you closer to the beginning of the campaign and give you
a reason for your character to get involved in the campaign. Now, you can
certainly make it a requirement for your campaign, but there is no other
requirement.

"Campaign traits are tailored to a specific Adventure Path, and give your
character a built-in reason to begin the first adventure in a new campaign.
Some campaign traits also grant teamwork benefits if you choose to begin a
campaign with your character having a pre-existing relationship with another
PC." And if you continue reading the section on campaign traits in any of
the Adventure Paths out there, you'll see nowhere that it is required a
character take a campaign trait - though certainly advisable.

Also once a new character joins the campaign at a later date, s/he can
certainly take an existing campaign trait if so desired, though the player
and GM should probably work on adjusting the wording somewhat =)



----

Derrik "Gil" Gilmore

"I know your $14.99 entitles you to play the game your way, but the rest of
the raid's $359.76 says: know your role."



From: pcgen@yahoogroups.com [mailto:pcgen@yahoogroups.com] On Behalf Of
Stefan Radermacher
Sent: Tuesday, 02 Nov 2010 08:21
To: pcgen@yahoogroups.com
Subject: Re: [pcgen] Re: Kingmaker Campaign Traits





On Tuesday 02 November 2010 15:16:37 you wrote:
> It's my understanding that the campaign traits and noble born traits are
> just traits and should pull from the same ability pool as the basic
> traits. You only get 2 traits in a typical game, regardless of type.

You are correct basically. However, the rules indicate that if you play in a

campaing with campaign traits, like an adventue path, that one of those
traits
MUST chosen from the campaign traits. In order to enforce that rule I
created
a separate ability category Campaign Traits in the adventure path player's
guide datasets and shifted one trait slot from the general traits pool to
this
new pool.

Stefan.

[Non-text portions of this message have been removed]



   _____

No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1153 / Virus Database: 424/3234 - Release Date: 11/02/10

No virus found in this incoming message.
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13:34:00



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#104526 From: Stefan Radermacher <radermacher@...>
Date: Wed Nov 3, 2010 1:41 am
Subject: Re: Re: Kingmaker Campaign Traits
zaister
Send Email Send Email
 
On Wednesday 03 November 2010 02:27:06 Derrik H. Gilmore wrote:
> Quick FYI. When starting a new campaign/Adventure Path, Campaign Traits are
> NOT a requirement. Like any other trait they are an optional component and
> basically give you one more category of traits to choose from. They primary
> intention is to tie you closer to the beginning of the campaign and give
> you a reason for your character to get involved in the campaign. Now, you
> can certainly make it a requirement for your campaign, but there is no
> other requirement.
> "Campaign traits are tailored to a specific Adventure Path, and give your
> character a built-in reason to begin the first adventure in a new campaign.
> Some campaign traits also grant teamwork benefits if you choose to begin a
> campaign with your character having a pre-existing relationship with
> another PC." And if you continue reading the section on campaign traits in
> any of the Adventure Paths out there, you'll see nowhere that it is
> required a character take a campaign trait - though certainly advisable.

Your quote is correct, however there is more. Check out APG page 330, in the
section named "Campaign Traits" it says:

"If your GM uses campaign traits, one of your starting traits must be a
campaign trait. Your other trait can be chosen from one of the other types of
traits." You will find the words to the same effect in the original Character
Traits web enhancement for the Pathfinder RPG on page 3, upper left.

> Also once a new character joins the campaign at a later date, s/he can
> certainly take an existing campaign trait if so desired, though the player
> and GM should probably work on adjusting the wording somewhat =)

Depending on the campaign that might noit really makes sense, for example, as
mentioned earlier with the campaign traits from then Serpent's Skull Player's
Guide. Those are meaningless for a character that doesn't start out at the
beginning at the campaign.

Regards,
Stefan.

#104527 From: "Derrik H. Gilmore" <dhgilmore@...>
Date: Thu Nov 4, 2010 1:56 am
Subject: RE: Re: Kingmaker Campaign Traits
cathaoir_01
Send Email Send Email
 
Mea culpa, mea culpa, mea maxima culpa - though I just got the APG on Monday
and haven't gotten that far in the book yet,  I'm still giddy about the
class/race options =)



As for taking the campaign traits for later characters, you can always
adjust the back-story for the trait so that it makes more sense while
leaving the bonus intact - nur meine zwei pfennige =)

----

Derrik "Gil" Gilmore

"I know your $14.99 entitles you to play the game your way, but the rest of
the raid's $359.76 says know your role."



From: pcgen@yahoogroups.com [mailto:pcgen@yahoogroups.com] On Behalf Of
Stefan Radermacher
Sent: Tuesday, 02 Nov 2010 19:42
To: pcgen@yahoogroups.com
Subject: Re: [pcgen] Re: Kingmaker Campaign Traits





On Wednesday 03 November 2010 02:27:06 Derrik H. Gilmore wrote:
> Quick FYI. When starting a new campaign/Adventure Path, Campaign Traits
are
> NOT a requirement. Like any other trait they are an optional component and
> basically give you one more category of traits to choose from. They
primary
> intention is to tie you closer to the beginning of the campaign and give
> you a reason for your character to get involved in the campaign. Now, you
> can certainly make it a requirement for your campaign, but there is no
> other requirement.
> "Campaign traits are tailored to a specific Adventure Path, and give your
> character a built-in reason to begin the first adventure in a new
campaign.
> Some campaign traits also grant teamwork benefits if you choose to begin a
> campaign with your character having a pre-existing relationship with
> another PC." And if you continue reading the section on campaign traits in
> any of the Adventure Paths out there, you'll see nowhere that it is
> required a character take a campaign trait - though certainly advisable.

Your quote is correct, however there is more. Check out APG page 330, in the

section named "Campaign Traits" it says:

"If your GM uses campaign traits, one of your starting traits must be a
campaign trait. Your other trait can be chosen from one of the other types
of
traits." You will find the words to the same effect in the original
Character
Traits web enhancement for the Pathfinder RPG on page 3, upper left.

> Also once a new character joins the campaign at a later date, s/he can
> certainly take an existing campaign trait if so desired, though the player
> and GM should probably work on adjusting the wording somewhat =)

Depending on the campaign that might noit really makes sense, for example,
as
mentioned earlier with the campaign traits from then Serpent's Skull
Player's
Guide. Those are meaningless for a character that doesn't start out at the
beginning at the campaign.

Regards,
Stefan.



   _____

No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1153 / Virus Database: 424/3234 - Release Date: 11/02/10



[Non-text portions of this message have been removed]

#104528 From: Steven Hammond <shammond@...>
Date: Thu Nov 4, 2010 4:48 pm
Subject: Pathfinder Improved Familiars
shammond42
Send Email Send Email
 
I was looking to add an improved familiar to a character this morning
(pathfinder core RPG). After adding the feat, the familiar list didn't
change. I looked in pfcr_feats.lst and the COMPANIONLIST was commented
out. I grepped around the files but couldn't find any other
references. Uncommenting the line and reloading didn't seem to help
either.

Thanks,
Steve

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