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June 2nd, 2021, 01:47 #101
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June 2nd, 2021, 02:36 #102
Looks like the day dmssanctum was waiting for has finally arrived. I've not had a chance to check this out myself yet (got a game on Friday, though) so I imagine the work here is done
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June 2nd, 2021, 02:55 #103
- Join Date
- May 2016
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- 63
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June 2nd, 2021, 03:20 #104
Yep, looks good. The extension can be disabled. It works almost exactly the same. I've not looked at the code, so can't tell if it automates anything, but this is basically the feature we wanted in the base ruleset
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June 2nd, 2021, 03:45 #105
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- May 2018
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- 199
The item will need to be identified before it give the little circle to enabled it to be checked that it is attuned. Took me a minute to figure that out.
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June 2nd, 2021, 04:10 #106
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- May 2016
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June 2nd, 2021, 07:14 #107
Supreme Deity
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- Mar 2007
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Yes, the item must be identified, and must have the text "Requires Attunement" in the Rarity item field; before you can attune to it.
Regards,
JPG
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June 2nd, 2021, 10:50 #108
I do note that it has changed from blocking you from attuning more items once you get to the limit to using a red text field showing the ratio of current to total. It does not stop you from over attuning.
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June 2nd, 2021, 18:16 #109
Supreme Deity
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- Mar 2007
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Yes, it was simpler to implement; and provides the same amount of information. In the end, attunement is just tracking; and doesn't provide mechanical changes to behaviors.
Regards,
JPG
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June 2nd, 2021, 18:24 #110
Thanks for the explanation. I was just alerting others (like me) who might be changing over that we would need to watch it now as the old ext prohibited that in the past, so it does change the (or at least this) GMs behavior
Last edited by nephranka; June 2nd, 2021 at 19:50.
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