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Dungeon Craft - Polls / Re: Cavaliers
« Last post by Milos Gulan on December 07, 2017, 11:28:10 AM »
Yes :). Well, I never played cavalier, and I thought that he is ok the way it was, but I trust that You guys will do it ok. Definitely looking forward to play it.
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Dungeon Craft - Polls / Re: Cavaliers
« Last post by manikus on December 06, 2017, 12:48:44 PM »
Adding it to default DC is no problem for me whatsoever. ;) I ask because I'm not going to do the Cavalier form Unearthed Arcana.

I also like the idea of knights in DC. :D And Cavaliers have a lot more going for them than just horseback advantages - like immunity to fear, more attacks per round with certain weapons, etc. Plus, I can conceive of someone coming up with mounted combat - actually, the main difficulty is determining if damage against the Cavalier goes to them or their mount, and if their mount gets it's own attacks in combat (both of which I am fairly sure we can script if we wanted to).
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Dungeon Craft - Polls / Re: Cavaliers
« Last post by Dinonykos on December 06, 2017, 02:18:14 AM »
If you are preparing them anyway, so that it is not that much effort you to include them in default DC, I'd say yes. I guess from your post and from what I quickly read that most specialties of cavaliers cannot be emulated in DC anyway (like being specialists in fighting on horses), but more classes are always nice.
Adding this class may be particularly interesting if somebody would like to make a low-fantasy adventure.
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Dungeon Craft - Polls / Re: Cavaliers
« Last post by Nol Drek on December 05, 2017, 08:05:14 PM »
I vote yes for Cavaliers. I like that they are medieval knights without the Divine powers of Paladins.
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Dungeon Craft - Polls / Cavaliers
« Last post by manikus on December 05, 2017, 12:51:11 PM »
For anyone who doesn't know, Cavaliers were a new class added in the Unearthed Arcana book. I had always thought to add them at some point, but they were last on my list because they are the most broken class, in my opinion (even more than Monk and barbarian). However, I came across teh article for the corrected Cavalier and suddenly they seem like a playable class.

I am going to make them because I need them for the Pantheons project I am working on, and if no where else they will be released as part of that project. But, I can add them to default DC.

What are the changes? A lot. They lose all of their quasi-magical abilities - no immune to fear aura, no bonus against illusions. They loose the extra hit points aboe what the Fighter gets. There are other things, mostly not applicable to DC. Read the article if you are interested (Dragon #148, p30).
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Dungeon Craft - Polls / Re: Bards in Dungeon Craft take 2
« Last post by manikus on December 05, 2017, 12:35:48 PM »
Okay, this is all going to be moot. :) Now that we are scripting "Change Class",  I will add the bard as the rulebooks as intended, the player will start as a Fighter, change to a Thief and if conditions are met, change to a Bard.
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Dungeon Craft - Troubleshooting / Re: Dual class not working
« Last post by manikus on December 04, 2017, 06:02:51 PM »
There is a caveat, that while the change appears to be working correctly, what happens when the second class surpasses the first class, that has not been worked out yet.
  as getting the abilities of both classes is the whole point of dual classing, I'll wait until that is working before resuming testing.  Let me know when it's all working and I'll take a look.

Well, for CRPG players, it is, but not as much in the p & p, though of course that certainly was the goal of some players. i've read that E.G.G. had to be talked into allowing this, as he only HP and ability bonuses to carry over He didn't like the idea that someone owuld play a ranger to start, just so they oculd dual class as a magic user that could eventually wear armor. :)

Indeed, Paul and I are still working on this, and when we are done, it will be very scriptable and scripted. ;)
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Dungeon Craft - Troubleshooting / Re: Dual class not working
« Last post by KTG on December 04, 2017, 05:26:27 PM »
There is a caveat, that while the change appears to be working correctly, what happens when the second class surpasses the first class, that has not been worked out yet.
  as getting the abilities of both classes is the whole point of dual classing, I'll wait until that is working before resuming testing.  Let me know when it's all working and I'll take a look.
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Dungeon Craft - Development / Re: new in engine 3.40: new spell function
« Last post by Milos Gulan on December 03, 2017, 01:50:42 PM »
Thank You, I have updated my files to new version and will try it tomorrow :).
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Dungeon Craft - Module Previews / Re: Towers of Magic
« Last post by Milos Gulan on December 02, 2017, 02:24:58 PM »
I have not done much but I will try to make something from now on. What I have done is that I have set up cameras so I can make building walls. I will still have to work on it but here is screenshot how it will look like. And it seems I am getting into 3d art much more then programming for now :)

Anyway my group started playing again and I have been working to prepare some new adventures to run although for now I am still a player. We will see what will happen but for now my opinion is that I should stick to GH and DC and when I connect all adventures I like I should maybe try to do connection with other settings like FR, MS, RL ect.

Will try to think a bit more about it and here is the picture.
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