Pathfinder RPG Best Practices: Difference between revisions

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*Step 5 Check alternate tabs. If the item has charges or bootstraps item spells, go to the In-Play or Spells tab to verify that they are set up correctly. Be especially careful of spells, which may have limitations that should be spelled out in the livename.
*Step 5 Check alternate tabs. If the item has charges or bootstraps item spells, go to the In-Play or Spells tab to verify that they are set up correctly. Be especially careful of spells, which may have limitations that should be spelled out in the livename.
*Step 6 If the item should be shown on the specials tab, go there and take a look at it's summary. If the summary is too long and gets cut off, try to condense it further so all pertinent info is shown (see [[#Constructing a Summary|Constructing a Summary]]).
*Step 6 If the item should be shown on the specials tab, go there and take a look at it's summary. If the summary is too long and gets cut off, try to condense it further so all pertinent info is shown (see [[#Constructing a Summary|Constructing a Summary]]).
= Entering Stock Heroes =
== Populate the NPC tab ==
* Make sure the sourcebook name and SKU is set properly for the character. This is the book that this specific NPC is printed in. For example, if the NPC was printed in "Goblins of Golarion" but uses a race from the Bestiary, enter the sourcebook as "Goblins of Golarion", not the Bestiary.
* Add any appropriate tactics, ecology, etc NPC information from the NPC's entry.

Revision as of 18:20, 11 February 2014

General Issues

What content from an Adventure Path issue should be added?

Add any content which could be used by a player during the course of the AP. This usually means all magic items in the Treasures section, or any feats/traits listed in the first issue of the AP. In most cases, the bestiary section does not need to be entered, unless one of the monsters within can be used as a familiar or animal companion to a PC. Some APs have sections which contain a deity entry, with special spells and items related to that faith which need entering.

Reusing Content

It is absolutely encouraged that content be reused. In fact we've been making efforts to enable more variable abilities to be a single, moddable special rather than having to create a new version each time. This is especially evident in things like the "Gaze", for which there are many many different versions. Why is it important that you re-use an old ability rather than creating a new one?

Reasons
1. It reduces clutter when folks are using the editor, which means they are less likely to bootstrap the wrong thing.
2. If we need to update something about an ability (such as how it interacts with another ability), we only need to do it once
3. When using pre-requisites that search for that ability, you need only check for one thing.

Generalizing Content

This may lead to some slight wording awkwardness where the re-used ability refers to its original race or class name. While this isn't that big of a deal, it's best to "generalize" the description of the re-used ability, removing references to specific origins. For example:

"As a standard action, Paladins of the Holy Son can blind evil-doers in 100 ft for 1 minute (DC 10 + 1/2 Paladin level + Charisma modifier)."

Could become:

"As a standard action, members of this class can blind evil-doers in 100 ft for 1 minute (DC 10 + 1/2 class level + Charisma modifier)."

Helpful Tools

  • The #appenddesc macro modifies the description of a certain thing, to add extra text onto the end. It has the advantage of even showing this modification before a thing is added to the hero, and it applies to all copies of that thing. The fact that it must apply to all copies is a disadvantage as well, as it may hit others to which it doesn't apply. Text added with the macro is placed after the normal description text, but before text from DescAppend (see below).
  1. appenddesc[UniqueID,"{b}Modification from ABILITY NAME{/b}: Added Text"]
  • A more targetted option is the DescAppend field, which allows a non-unique special to be bootstrapped from several different sources with a custom description each time. This is useful for many racial specials such as Poison, Disease, Gaze, Breath Weapon, or Immunity to Magic, which share a common name and mechanic but can vary wildly in effects.
  • In some cases the content you may want to reuse is unavailable because it is normally added to a different table on the hero. This is especially the case when an archetype grants access to a different class' Custom Special Abilities (Rage Powers, Rogue Talents, etc), but they would normally go in a table the archetyped class is already using for its own custom special abilities. In this case, you need to override the candidate expression for one of your class's empty custom special ability tables, to use the new sort of ability.
For example, a Magus is already using his Primary Custom Special Ability table for Magus Arcana. With the Hexcrafter archetype, he gains access to Witch Hexes (which are Primary abilities for the witch), but since they don't draw upon the same pool of selection he can't just lump them into the same table. Thus he overrides his secondary table's candidate expression to use primary witch abilities like so:
linkage[varies].field[cCstS2Expr].text = "(SpecSource.cHelpWit) & !Helper.Secondary & !Helper.Tertiary & !Helper.Quaternary & !Helper.Quintenary"

What should be shown on the Specials Tab?

Examples
Case 1 If the ability has a constant, calculated bonus only then it is not shown on the specials tab or character sheet because its effects are already accounted for.
I.E: This ability gives +2 to Acrobatics.
Sample Abilities: Keen Senses, Armor Training
Case 2 If it has a bonus which applies in certain situations, but doesn't require the character to take an action, then it gets a situational applied to the target ability and is shown on the specials tab/character sheet.
I.E: This ability gives a +2 to Acrobatics to jump
Sample Abilities: Elven Magic, Favored Enemy
Case 3 If the ability has a limited duration and requires some action to begin (even a free action), then it should be shown on the specials tab/character sheet and have an activation on the In-Play tab
I.E: As a swift action, this ability gives +2 to Acrobatics for a number of rounds equal to your dexterity modifier (minimum 1 rd).
Sample Abilities: Smite Evil

Some abilities have multiple elements, each of which may fall into a different case above. For example an ability could grant a +2 bonus to Spellcraft checks (case 1), and could be activated to add your Int modifier to Use Magic Device checks for 1 minute (case 3). As long as the ability has at least 1 part which should be on the Specials tab, show it. Anything shown on the Specials tab should have a summary (see Constructing a Summary for tips).

What should be sourced?

Any thing which the user chooses from a menu and adds to their character should be sourced. Any thing which is not added by the user (usually because it is bootstrapped to something else and brought along with its root), should NOT have a source.

The following types of things are usually sourced
Custom Special Abilities
Custom Racial Abilities
Custom Race traits
Archetypes
Feats
Traits
Classes
Races
Magic Items
The following types of things are usually NOT sourced
Racial Specials
Generic Abilities
Class Abilities

Constructing a Summary

The purpose of a summary is for the user to be able to tell at a glance what a thing does mechanically. It's a hard thing to do, making summaries both small enough to fit in the limited space, yet keeping their information good. Foremost in your mind should be "What elements need to be conveyed?", and "How can they be conveyed most efficiently?"

Common Elements (in order)
Action required ("as a swift action", "over 1 min", "as imm. action")
Limiting Situations ("on a hit", "when crit", "if foe is flat-footed", "when underground")
Ability range/area/targets ("foe in 100 ft", "allies in 30 ft", "100 ft line")
Ability effect ("dazed", "10d6 fire", "gain +2 morale bonus to AC")
Ability duration ("for 1 rd", "until your next turn", "until atonement")
Resisting the ability ("(Will neg)", "ignores DR")

The order above is the preferred order. For example "As a swift action when underground, foe in 30 ft has -2 to AC for 1 rd (Will neg)."

Not all abilities will have all these elements, and some will have far more content than you'd like. One trick is that information in the abilities livename does not need to be in the summary, so if you are short on space you may be able to shift info like duration or damage into there. Usage info ("X/day") and DC is already shown in the livename automatically, so those should almost never be shown in the summary. Also keep in mind that you don't need to follow proper grammer if space is tight, nor should you fear abbreviations as long as your information is still clear. The human brain is remarkably adept at filling in the blanks.

Common Abbreviations
Memorized -> mem
Caster Level -> CL
Weapon -> wep
Critical -> crit
Metamagic -> MM
Round(s) -> rd(s)
Minute -> min
Bonus -> bon (often omitted entirely)

For example, here is a "decompressed" version of the Wild Arcana mythic ability's summary.

As a swift action, use 1 mythic power to cast any arcane spell from your class lists with a +2 bonus to caster level. The spell doesn't need need to be known or memorized.

And here is the shortened form

Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

A Warning

Constant, calculated bonuses should never be mentioned in a summary. That runs the risk of confusing the user and resulting in adding the calculated bonus again. For example, an ability which added 1/2 your class level to Perception checks and the same amount to your Survival in the desert, the Summary would mention the bonus to survival, but not mention the perception bonus.

Situational vs Activation?

In general, if something is always present and active with no action required by you, but only affects you under specific circumstances, use a situational. An example of this is Trap Sense, you don't need to do anything to benefit from it and are always benefitting from it, even though the circumstance in which it matters (when you are being attacked by a trap) is relatively rare.

If something requires an action by you (even a free one), and then affects you for a limited duration thereafter, use an activation. An example of this would be Smite Evil, you activate it and then it gives you a bonus until that foe is defeated.

Creating Magic Items

General Name Issues

Magic items are named in sentence case, with the first letter capitalized and all others (save proper nouns) not. Artifacts tend to be an exception, and you should look at the description text of an artifact to see how it is capitalized there.

Examples
Cloak of protection +1
Boots of striding and springing
Bastard's sting
Baba Yaga's besom
Thundering blade of the house of Sugimatu
Deskari's Tooth

Specific Magic Armor/Weapons

Most specific magic arms have item powers or materials, which should be added through the editor by clicking on the Materials and Weapon or Armor Powers buttons. You can also click on the "Gizmo" button on the upper right, and bootstrap that material or power to the listed entity. In many cases, the bootstrapped picks will take care of most of the coding needed.

Testing Created Magic Items

Once you have hit the test now button or reloaded the system, follow these steps to make sure the item is correct. For simplicity, testing should usually be carried out on a blank character, so that any changes will be immediately obvious.

  • Step 1 Go to the appropriate tab and table to add the item and visually inspect it in the selection window. Compare the heading information (like item caster level, aura, price, and so on) to the source and make note of discrepancies to correct.
  • Step 2 Scan the description for errors like incorrect structure (linebreaks where there should be none, paragraphs smashed together), typos (often there is a space between f and l, caused by copy paste from pdfs), missing italics of spell/magic item names, missing alternate ability info (as granted by SpInfo and DescInfo tags) and so on.
  • Step 3 Verify the item is correctly sourced.
  • Step 4 Add the item to the hero and confirm that any eval scripts on the item behave as expected. If it is something which requires being equipped, make sure that its effects are not yet seen. Toggle the equip state on and off and make sure it works in both cases. If the item has effects which are "always on" and so it isn't equipped, you can do the same by adding and deleting the item. If the item must select something else, verify the list of selections behaves as expected as well.
  • Step 5 Check alternate tabs. If the item has charges or bootstraps item spells, go to the In-Play or Spells tab to verify that they are set up correctly. Be especially careful of spells, which may have limitations that should be spelled out in the livename.
  • Step 6 If the item should be shown on the specials tab, go there and take a look at it's summary. If the summary is too long and gets cut off, try to condense it further so all pertinent info is shown (see Constructing a Summary).


Entering Stock Heroes

Populate the NPC tab

  • Make sure the sourcebook name and SKU is set properly for the character. This is the book that this specific NPC is printed in. For example, if the NPC was printed in "Goblins of Golarion" but uses a race from the Bestiary, enter the sourcebook as "Goblins of Golarion", not the Bestiary.
  • Add any appropriate tactics, ecology, etc NPC information from the NPC's entry.