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Kobold
 
Joined: Fri Oct 07, 2011 1:09 pm
Posts: 7
 Post subject: [Rumble 5.1 FW] Consumables and items
PostPosted: Sat Oct 15, 2011 7:11 pm 
I've been working with Rumble's FW and am enjoying it so far.

Questions:
How do folks handle consumables like healing or regeneration potions?

How does everyone work with items with static bonuses, like amulet of protections or Iron Armbands of power, etc...

Thanks


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Giant
 
Joined: Fri Sep 09, 2011 3:41 am
Posts: 176
Location: Honolulu, HI
 Post subject: Re: [Rumble 5.1 FW] Consumables and items
PostPosted: Sat Oct 15, 2011 8:40 pm 
I was planning on doing something with Plo's Inventory Manager to handle these, but I haven't gotten around to it yet.

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Giant
 
Joined: Wed May 19, 2010 11:51 am
Posts: 166
Location: Stouffville, Ontario, Canada
 Post subject: Re: [Rumble 5.1 FW] Consumables and items
PostPosted: Mon Oct 17, 2011 9:21 am 
Torius wrote:
How do folks handle consumables like healing or regeneration potions?

For items like potions, I create powers. I don't track consumable items in the inventory, I keep them in the powers section.

Here is an example of my Healing Potion;
Notice it is configured as a Consumable.
~~~
Attachment:
Item - Potion of Healing.png
Item - Potion of Healing.png [ 81.77 KiB | Viewed 1320 times ]

~~~
Configure the Ally Healing like this, using 10-SurgeValue in the amount. This will use a Surge, and only give 10 hit points healing.
Attachment:
Item - Potion of Healing with Surge.png
Item - Potion of Healing with Surge.png [ 92.89 KiB | Viewed 1320 times ]


Torius wrote:
How does everyone work with items with static bonuses, like amulet of protections or Iron Armbands of power, etc...

In cases like amulet of protections, where the bonus is to a defence, I just add it in to the total. As long as the total, matches your character sheet, and you know where are your bonuses are coming from, you are good to go. I don't use the Framework to manage my character 100%, I make the stats match my Character in Character Builder. The framework only manages the combat variables; damage taken, bonuses and penalties that occur, etc.

For items that only give bonuses to some powers (like Iron Armbands of Power gives a bonus to melee damage rolls), I just add in a +4 (or whatever the bonus) in the applicable powers... in this case melee powers. I put a comment in the Special section to remind myself and the DM of the adjustment. In the event I get better ones, or replace it, I know what powers to adjust.

Attachment:
Damage from Iron Armbands of Power.png
Damage from Iron Armbands of Power.png [ 82.25 KiB | Viewed 1320 times ]


I hope this helps.


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Kobold
 
Joined: Fri Oct 07, 2011 1:09 pm
Posts: 7
 Post subject: Re: [Rumble 5.1 FW] Consumables and items
PostPosted: Mon Oct 17, 2011 10:42 am 
Excellent, thanks for these tips!


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Cave Troll
 
Joined: Tue Dec 07, 2010 4:46 am
Posts: 82
 Post subject: Re: [Rumble 5.1 FW] Consumables and items
PostPosted: Thu Oct 20, 2011 11:23 pm 
Deadolus, that's an excellent way of doing the Health Potion! I never would have considered that method (Surge healing, with bonus of 10-SurgeValue).

I'm yoinking that.


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Giant
 
Joined: Wed May 19, 2010 11:51 am
Posts: 166
Location: Stouffville, Ontario, Canada
 Post subject: Re: [Rumble 5.1 FW] Consumables and items
PostPosted: Fri Oct 21, 2011 7:02 pm 
Not sure what yoinking is... but Thank you, and you are welcome.


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Giant
 
Joined: Fri Sep 09, 2011 3:41 am
Posts: 176
Location: Honolulu, HI
 Post subject: Re: [Rumble 5.1 FW] Consumables and items
PostPosted: Fri Oct 21, 2011 11:57 pm 
"Definition for yoink:
To yank, snatch, hop, or bounce; Onomatopoeic, accompanying or describing a yank, snatch, or squish."

Basically, it's the sound that is made when you thieve something. *grabs a cookie* YOINK!

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