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Re: character creation

Posted: Sun Sep 25, 2016 3:30 am
by benito82
it also falls into local logic for anything that is <>embedded script /sp? } vs a loaded scripting? wouldn't for char classes that will be redefined to "play" the game over with or included for an anymod situation?

Re: character creation

Posted: Sat Oct 01, 2016 10:27 am
by benito82
I see now what you are saying. I should have it fixed. one other question.
--set any weapon to go to runes for casting/"praying"
so with the defined class cruisader , they will maintain the 3 to hit for mace weapons and can still cast the healer spells. cleric would work the same. I figure this would be an actual trait function?

Re: character creation

Posted: Sat Oct 01, 2016 1:16 pm
by akroma222
Very easy to do!
Just to confirm... you want:
Any weapon, equipped by the Crusader Class, to have a Runepanel Component (for praying/casting spells) ?
(and still maintaining the accuracy +3 for maces) ?

Re: character creation

Posted: Wed Oct 05, 2016 2:47 am
by benito82
that is correct. and then i'm looking at changing that specific talent to a skill. so basically +1 per level accuracy and then they can cast spells instead of attack. I keep feeling like i'm getting the class and traits with skills confused.