Thread: Par5e Mod files & Legal usage
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December 3rd, 2019, 23:21 #21
If you are looking to create stuff for 5e then there are a couple resources that will make the task somewhat less tedious.
Use Project Author to create the reference manual
Engineer Suite for items, NPCs, spellsUltimate License Holder
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December 4th, 2019, 05:16 #22
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- Nov 2019
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- Olympia, WA
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Thanks! Now I just need to figure out how to start Author... lol... I am sure i am just missing the instructions somewhere. I have it in the right folder and it's not loading... NM... Restarted a few times and it worked.
Last edited by artreri; December 4th, 2019 at 06:58.
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December 5th, 2019, 01:30 #23
- Join Date
- Nov 2019
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- Olympia, WA
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I plan on initially using FG for a Table top environment probably run on one or two machines with a TV Display for players. I have not really done enough play-testing to know how the included 5e modules work in game play. Do you feel that the Core Content adds significantly to the functionality within FG? Or do the included modules cover most of that and the Core materials just add information? In other words... did they do a good job of building tables and other automation/aids in from the core material? If I am going to be building some stuff i want it to be most functional for the majority of users and the modules that most of them have to create the best experience.
So say... Dungeon Master's Guide, Player's Guide, Monster Manual vs Just playing with the included 5e stuff? Is it best to make materials that leverage the purchased mods or just the core?
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