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4th Edition Survival Guide

While d20pro is natively a 3.5 product, it can also "play nicely" with 4th Edition by makingjust a few changes.

Defenses

A little tricky, since d20pro only tracks Armor Class for now. One of the easier ways, if you don't mind players being able to see the defense scores, is to just type them into the description tab. That way, you just double-click the creature and look under its portrait. Alternatively, you could type the Fort, Ref, and Will defenses in the actual 3.5 Fort, Ref, and Will save boxes, and just Edit (E key) the monster to check the scores whenever a PC attacks it.

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Skills

You will need to modify your skill list. To do this, open the skills.txt file in your d20Pro\dm\res\ManuallySpecified folder. Add the following to the end of the list, and you will have the 4th edition skills, while keeping your 3.5 skills. You may be tempted to delete all of the 3.5 skills if you intend to stick only to 4th edition, do not delete all of the 3.5 skills, as d20pro still checks legacy skills when you hit activate the skill menu.

Acrobatics (4E)|DEX
Arcana (4E)|INT
Athletics (4E)|STR
Bluff (4E)|CHA
Diplomacy (4E)|CHA
Dungeoneering (4E)|WIS
Endurance (4E)|CON
Heal (4E)|WIS
History (4E)|INT
Insight (4E)|WIS
Intimidate (4E)|CHA
Nature (4E)|WIS
Perception (4E)|WIS
Religion (4E)|INT
Stealth (4E)|DEX
Streetwise (4E)|CHA
Thievery (4E)|DEX

The (4E) is optional, but it makes it much easier to find the skills. For now, you may want to use them from the character sheet tab, as the skill window doesn't automatically populate them into groups (they are listed under ALL).

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Feats and Initiative

Feats are very easy, since you just edit the feats.txt file. See Adding Custom Data for more information. One thing you WILL want to do is have support for the new method for Initiative. That is, Initative now goes up for all creatures at a rate of +1 per 2 levels. So a 10th level PC or monster with a 14 Dex (+2) would have an initative modifier of +7. The easiest way to have this calculated in the software is to create Initiative feats that you can apply to the monster to get the desired initiative. Keep in mind that these feats add to your Dex modifier to create your final initiative modifier. Copy and paste the following into your feats.txt file in your d20Pro\dm\res\ManuallySpecified folder:

InitModifier|*initiative +1|1
InitModifier|*initiative +2|2
InitModifier|*initiative +3|3
InitModifier|*initiative +4|4
InitModifier|*initiative +5|5
InitModifier|*initiative +6|6
InitModifier|*initiative +7|7
InitModifier|*initiative +8|8
InitModifier|*initiative +9|9
InitModifier|*initiative +10|10

That will give you ten feats, ranging from +1 to +10 to initative. They stack, so you should have endless combinations to work with.

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Powers

At will, per encounter, and daily powers have found new support in 1.12.5. You can now create special abilities for creatures in their ability tab. Double-click on the creature icon and then choose Abilities under their portrait. Keep in mind that, because this is a 3.5 product, special abilities are not tied to attacks. Many powers will be resolved in the Attack section. Only use these for tracking uses or effects that have a duration.

For example, let's say that you are playing a Warlock and your powers are:

  • At Will: Eldritch Blast, Eyebite
  • Per Encounter: Witchfire
  • Per Day: Curse of the Dark Dream

Here is what you could do for each:
  • Eldritch Blast: Simple at will power. Program the attack into the Attack tab on the creature character sheet. Make it a ranged attack that deals 1d10+? force damage (where ? is your charisma modifier). I might name it as: Eldritch Blast (vs. Ref) to make it easier to adjucate.
  • Eyebite: Eyebite deals 1d4+cha psychic damage and makes you invisible to the target. For this, I would also make a basic attack in the attack tab, make it ranged, force, and name it Eyebite (vs. Will). The invisibility can easily be remembered mentally. We could just send a tell in the OOC channel to help us remember (see chat).
  • Witchfire: Since this is an Encounter power, I might want to make a Special Ability for it. Double-click the warlock, click on the Abilites. Here is where you might be tempted to put the attack in. Don't, since you need to roll to hit with it (and these effects use Saves). Instead, input an effect that gives -4 to hit for 1 round and be done. Now put the attack in the Attack tab on the character sheet. Make it deal 2d6+x force damage, name it Witchfire (vs. Ref) and hit done. Now when you use your witchfire, use the attack to determine hit and damage, then the DM can burn through your ability and apply the effect to the target if you hit.
  • Curse of the Dark Dream: same as witchfire, above. Program an attack into the character sheet, then make a Daily power in the abilities tab. The power doesn't really need an effect - but you might consider changing the target's team color just to make the unit border different (and easy to spot).

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Healing Surges,Second Wind, andAction Points

Use the Abilities tab to set up special abilities. Double click on your creature and click on the Abilities tab beneath their portrait.
  • Healing surges: just set it as a Per Day ability with X / X charges (where X is how many healing surges you get. You could apply a healing effect to them, but you could just burn them and manually heal the PCs with the H key.
  • Second Wind:a Per Init power that heals the appropriate amount and that grants +2 to AC and Saves (Fort, Ref, Will) for 1 round.
  • starAction Points: Use items! The DM can give an item to the PCs at any time, and can destroy them at will. The DM can even drop items onto the map and have the players pick them up if they are adjacent (P key). I use the following icon for action points:



Latest page update: made by tintagel , Jul 5 2008, 12:25 PM EDT (about this update About This Update tintagel Edited by tintagel

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