This is the official thread for SCL Reborn. SCLR is an attempt to offer a rebirth of the traditional table-top approach to D&D. Through major revisions of classes, monster modifications, greatly extended quantities of spells and abilities (all that are intended to function as true-to-form as possible), enhanced RP support through proficiencies, and many more planned mods, I hope to provide you with an experience that is as in-line with 5e PnP as possible. See below for direct link to latest release.
Fixed Stats, NPCs, Monsters, MORE!
v1.21 Minor Update (Added Ambush Modifier, Trigger)
In this release, I have presented the current WIP of the Ambush Modifier and Ambush Trigger. To use it, you must apply (either in Creature Set edit, or in the Character edit), the Ambush Modifier (Look under the Character Modifiers abilities). This will add the Ambush Modifier, that prevents a character from being seen, or from attacking, until and unless a hapless adventurer stumbles over an Ambush trigger, which you will find in the Tricks, Treats and Traps menu (at the bottom).
It's been fun, and I hope you've enjoyed the extra little something I've tried to provide. Thank you for your time, your support, and at times... Well, just your tolerance for my shenanigans. :-)
V1.2 Update (Fixed stats, NPC Set, Monster Set, MORE)
There are numerous additions to this update. So many, that I'm sure there are things that I've not tested, or text that I've forgotten to add here and there. But, because I've said for about 3 weeks now that I was going to release it, I'm putting it out now. NOTHING here will break your experience, however, you may find, for example: multiple instances of the same monster/NPC, missing text strings (DNF's) and some features that are somewhat incomplete. Now that I've released all this new content, I'll take some time going back over it, using both my own experience, and any feedback you all provide.
Fixed Statistics to M.M. (with the correct experience tables)
Having combined my file with the StatGrowth provided in SCLN (courtesy of Mad.Hatter), all creatures should be set to the stats outlined in the 5E Monster Manual. However, having experimented with the numbers, I've realized the SCLN exp. tables are actually incorrect for 5E. This is an understandable mistake--the table defines the Total EXP. required for the level, and SCLN had entered the EXP. required to go from one level to the next. For instance, lvl 2 is 300 exp., lvl 3 is 900 exp; SCLN had level 3 set to 600.
Over 40 New Placeables
Dozens of new placeable objects, including corpses, blacksmith tables, foliage, and more.
- The new placables will be identifiable by an asterisk (*) next to their name in the objects panel. If making an object interactable with action text, etc., be sure to remove the asterisk if it's going to bother you having your players see it. :-)
- I've done by best to make sure that all of these are working correctly. If there are any that you feel are bugged or more hassle than they're worth to use, please contact me and I'll see about fixing it, or removing them.
- These will require players to have either SCL-R, or FreeDM (releasing this week) installed in order to see and interact with them.
NPC Creature Set w/ 100+ NPCs
You will now find an "NPC" creature set for use in your modules.
- 3 varieties of generic peasants (3 costumes, with and without a stein, for tavern goers) of each sex and race combination.
- A complete set of city guards, of each sex/race combination
- Vast array of other unique NPCs, including Derro, ghosts and a Duergar King!
- Note: When using them, verify that their alignments are set how you want them to be set (I did not change their defaults for sake of maintaining the story mode)
Universal Monster Set!
You will now find a "Monsters" creature set for use in your modules that will have most monsters in the game
- The entire Mercenary set from story mode, including each race/sex combination for EACH type of bandit! (Recruit, Scout, Archer, Sniper, Arcanist, Healer, etc.)
- The entire Pirate set from story mode, including each race/sex combination for EACH type of pirate!
- The entire Deadrat set from story mode, including each race/sex combination for EACH type of Deadrat!
- ALL BOSSES!
- A deletable Beholder monster! I've renamed the boss to "Elder Orb" (shout to Spacehamzter Boo), and made the new beholder 25% the size of the Elder Orb. For now, it uses the same stats, etc. as the boss, but is deletable (and can be identified due to the size difference).
Removed some DM limitations!
The first steps in my ongoing pursuit to provide DMs with more freedom
- DMs can now edit the Staging areas of a dungeon with objects, characters and creatures!
- DMs can now Hide and/or Trap ANY placeable!
- Improved the Blizzard, Rain & Dense Fog effects from the previous version of SCL-R
- NEW Weather Effects: Downpour & Tempest
Experimental Release of "Tricks & Treats"
In accordance with my goal of giving DMs more freedom, I've added new options to the Traps menu, which is now renamed to "Traps, Tricks, and Treats"
- In the Menu, you'll find a few "Tricks" which allow you to directly place a "trap" under an adventurer, negatively affecting him.
- You'll also find a few tricks, which allow you to directly place a "trap" under an adventurer, POSITIVELY affecting him.
- For now, this is limited to directly damaging or healing a character. Once I see how this is received, I may work on more varieties (curses, etc.)
- These both have a very, very small radius, as they're intended to be cast on individual characters to bestow singular blessings/curses upon them.
As always, feedback in the form of comments, questions, concerns, criticisms and ball-busting are welcome.
NOTE: These changes will also be included in the first release of FreeDM when I push that out this week. Just to clarify, FreeDM will provide all the mods that are aimed at providing more freedom to the DM (clever huh? ) without the additions that fundamentally change the game (like the class conversions)
Releasing an immediate fix for an issue in the v1.0 release. Unfortunately, a file from the Hunger Games PvP mod was mixed in, and allowed ANY experience gain to auto level to Lvl 5. This is fixed in v1.01.
v1.0 Update (Rogue Complete, DM Effects, No Scaling, More!)
The Big Four (Fighter, Wizard, Cleric and Rogue) have now all completed their basic PnP revision.
- Rogue Now Revised for PnP format skills
- Arcane Trickster, Assassin & Thief Archetypes have been added in basic format (will expand upon them as allowed)
- Revised Ability Point gain based on new skill types. Due to the limited number of enchantment & illusion skills in the game (which I will now be able to focus on adding), you will get points to 3 points to spend on Arcane Trickster at lvl 3, 1 and lvl 7, 1 at lvl 13 and 1 at level 19.
- Note: This is NOT the final revision of these classes. My initial focus was on getting enough classes converted that a full party of PnP classes could be formed. Now that this is complete with the standard 4 core classes, i can focus on fine-tuning and adjusting and further iterations towards PnP. more spells, converting Paladin & Ranger, and expanding the DM toolset!
Expanded DM Tools for the Storyteller in you!!
The DM will find a handful of new effects at his disposal for both Live DM & Stand Alone Modules
- New Weather Effects! You now have access to Fog, Dense Fog, Blizzard (heavy snow and wind SFX) and an Eclipse setting! Note: While these are only available in outdoor Areas, I highly, HIGHLY suggest you use the Fog/Dense Fog as opposed to the standard Fog effect from the CP2 update, as it is MUCH friendlier on your GPU usage to do this. Again, only use the placable fog inside of dungeons when necessary (or for specific story purposes).
- "Modifier" abilities! When creating Characters or Creature Sets, you'll find you now have access to a "Modifier" ability tree. This will grant you access to a a dozen new effects to help customize your characters and your storytelling experience. These include: Three size increases (+50%, +100%, +200% size); Dead characters; Burning, Petrified and Ghost effects; Immune and Non-Threatening effects; necrotic energy horns; and, most interestingly an "untargetable" ability, perfect for turning your characters and creatures into immersive scenery! These are all explained in the descriptions when hovering over the ability. BONUS: Included 3 "W.I.P." abilities that I will try and add next rendition, Demon Wings!
Enemies no longer scale down/up based on level!!!!
Jarhild, Larethar, Illydia & Hommet now use the PnP trees as well!
With CP2 came support for English.JSON modification without the need to re-import the asset (a 1.3 GB download in doing so). I've went back and added text for the skill trees and abilities that lacked them, which should give, at least an accurate description of the ability and skill tree.
Hide, Search & Lockpicking for EVERYONE!
True to PnP, now everyone can try their hand at lockpicking, searching and hiding from enemies! But, like PnP, just because you have the ability doesn't mean you're going to be good at it.... The Rogue still dominates these abilities!
- Hiding no longer gives you a default "bonus" to stealth. Hiding only enters a stealth mode, with your standard Dexterity modifier. The Rogue however gets bonuses from Expertise 1 & 2 (+3 for each) and an additional +6 bonus for Supreme Sneak (Thief Archetype)
- Hiding no longer gives you a critical range bonus. You do, however, have advantage when attacking enemies who don't know you're there. Per PnP!
As always, there are a few miscellaneous fixes.
- Eldritch Knight's Burning Hands spell fixed (was free at 1st Level)
- Wizard's Gust of Wind spell fixed (was a 2 second cooldown)
Planned Updates in next release!
The immediate roadmap
- More spells! Both Wizard and Cleric (especially Cleric!)
- Actual Death (waiting on N-Space for this one...)
- More DM abilities, weathers and atmospheres!
- Unlocking all monsters for use in a single creature set (and their own applicable individual ones
- Unlocking NPCs for placement
- Correct all the lazy filler text that I've used in some instances to correctly reference spell variables, etc. so it will update appropriately when changed!
- PALADIN CONVERSION
v0.42 Update (CP2 Update, SCL Separation, Rogue Started)
After 6 hours, and roughly 3,000 changes ( ), SCLR should be fully compatible with the new CP2 update!
No longer SCLN Compatible
As you are all likely aware, SCL Reborn and SCL Next are two separate and distinct modifications. Due to our separation, I will no longer be combining and modifying SCL Next files to keep them up to date with current versions. Nor will I be sharing obsolete files. As such, I will be making it a PRIORITY to incorporate my own version of static monsters, so as to provide a complete version that I can maintain compatibility with.
Partial Rogue Conversion
In an effort to provide immediate support for the CP2 patch, you will have a partially converted rogue. No abilities are missing, but some are re-arranged and have had values changed.
v0.41 Update (Installer added, Removed PvP)
Thanks to forum member JNFoot for creating our community's first mod installation program, and giving me the priviledge of the first unveiling of it in action. It worked for me quite well, and i expect it to do so for you, too!
- Download the zip file from the link, unzip, and run the installer! Then, it's as simple as clicking "Install Now!" The installer will unload the mod into the correct folder, and make the appropriate changes to your game config file to select the new mod! All you have to do is run SCL!
- Note: I have not included anyone else's mod files with this installer. If you wish to use them with this installer, you must download the third-party mod files, and manually add them to the new directory. Make sure not to overwrite any of the included files, or you will cause errors within the mods.
- I will personally modify what I believe are the most crucial modifications for the experience I wish to provide you with (non-scaling, appropriate stats for monsters) in the very near future, in order to prevent the need to collage modules together and risk incompatibility.
Temporarily Reverted the PvP mode.
Due to the un-intuitive implementation of the PvP in standard play, which causes players to attack friends (or themselves) when applying positive buffs if cantrips are selected, I have temporarily removed the PvP aspect of the mod, until I can either work around this issue or correspond with the developers in request a fix.
- The "Attack Anyone" skill has been removed,
- Enhanced Friendly Fire still exists! Although you can't target friendlies with your attacks and abilities, they WILL still be effected by AoE style abilities. For instance, burning hands and/or Fireball will still damage your party. Sleep and Confusion abilities will affect your party.
- NOTE: An intuitive, PvP-exclusive mod will be released shortly, in partnership with IDJester's "SCL The Hunger Games" event! Due to the luxury of being able to adapt personal buffs to fit this particular setting, you will NOT incur any sort of self-attacking bugs in this release! Stay tuned!
One more big thank you to JNFoot for creating a very smooth and quite adaptable installation program for our community!
v0.4 Update (Cleric Reborn, More Spells, Fixes)
Massive revision to the cleric class to bring it much more in line with PnP 5e standards
- Divine Domains Added! You may now choose between Light, Life, Nature, Tempest, Trickery or War domains, each with their own accompanying spells, which you will gain free of charge at the appropriate levels... just like PnP. (Note: Knowledge, though available for selection, is not currently implemented, due to most spells having only RP functionality at this time... stay tuned, as it will be added after more functionality-based changes are completed.
- Revised Ability Points to mimic spell-slot gains from PnP. I.E. if you would've gained 2 spell slots in PnP, you get 2 ability points, etc. Note: You do start with 32 ability points. This is because I have chosen to make Divine Domains cost 30 points, and leave all other spells inaccessible until you select the domain. This is a way to enforce the average user to play honest and only select 1 domain (outside of these points, you only get roughly 20 points from leveling up, so it should be impossible for a player to select 2 domains, outside of modding). It sounds a bit outside-of-the-box, but works fairly well to re-enforce PnP style play.
- Turn Undead is now gained at Lvl 2, just like 5E rules.
- Revised all spells into proper spell trees.
- Removed all "martial abilities' that a Cleric should not have access to, based on 5e.
- Cooldowns now follow the 60s/Spell Lvl method. This increases cooldowns an average of about 30%, which also increases the difficulty of the game due to lack of healing frequency.
- Added first "RP Only" ability to the game, Divine Intervention. This is by its very nature an RP skill, as even in PnP it requires the DM to determine how it will affect the group. This is more of a personal milestone than anything else, but I believe it warrants mentioning. :-)
Added more to the repertoire of spells available in the game.
- Dimension Door (Arcane, also available through Trickery Domain)
- Blink (Arcane, also available through Trickery Domain)
- Sleet Storm (Arcane, also available through Tempest Domain)
- Gust of Wind (Arcane, also available through Tempest Domain)
- Death Ward (Divine)
- Mass Cure Wounds (Divine)
- Divine Favor (Divine)
- Disguise Self (Arcane, also available through Trickery Domain)
- Animal Friendship (available through Nature Domain)
- Pass Without Trace (available through Trickery Domain)
- Guardian of Faith (Divine)
As always, made a few corrections..
- Made Burning Hands available to Eldritch Knight
- Fixed Turn Undead (though wouldn't affect them, would still apply visual effect to party members)
- Fixed Mage Armor visual effects
- Changed Grease to Spell Lvl 1
As always, enjoy, and expect more to come! Please leave your comments, concerns, criticisms, opinions, questions and all around general hubbub here in the thread, and I will address them a promptly as possible!
- Rogue revision (aiming for release this weekend!)
- Always more spells (Now can start adding divine spells as well!!!) Expect Knock, Find Traps, Silence & Blindness/Deafness at least. Also, the return of Witchbolt!
- Will begin giving you all beautiful text descriptions, etc., as soon as the mod folder supports it!
v0.3 Updates (PvP, full-friendly fire)
You can now battle it out with nefarious or disagreeable party members! And, well, anyone else with a Friendly alignment! (Neutrals are still safe)
- Freshly created characters will begin with the "Attack Anyone" skill. This is also a "cantrip" ability, meaning it's a default ability on the right side of your hotbar.
- In order to engage a party member or friendly NPC, select the "Attack Anyone" skill (or any other ability you wish to use) and simply click on the target!
- You must have your "cantrip" slot selected to continue fluid combat. For those of you unfamiliar with this, by either clicking on the weaponset/cantrip areas of the hotbar (or switching with the 'z' and 'x' keys), you can cycle between using your default attack, or your "cantrip" default ability. If you have your weaponset selected, you will attack the target one time, and stop.
- Once you've done this to initiate combat, with your cantrip slot selected, whatever is chosen in that slot will be your default attack. For instance, I'm a Wizard. If I have my cantrip quickslot selected with Firebolt, and select "Attack Anyone," then my pesky neighborhood rogue, I will attack the rogue, then proceed to use the Firebolt repeatedly, until I either quit attacking, cycle to another cantrip, or select another ability to use (afterwhich, it will once again return to the cantrip ability.
Full Friendly Fire
Now, every spell can affect your party members within range. Previously, only "damage" affected your party, now all spell and ability effects should target your party. This includes Grease, Sleep, Confuse, Slow, Flesh to Stone, etc. I believe this not only brings us closer yet to the PnP experience, but also creates the necessity for more tactical placement of our more powerful and highly coveted spells.
Outside of Stabilize and Revivify, you can now buff and heal monsters as well. Though I'm not sure why you'd heal the Goblin that's trying to sink his rotting teeth into your trachea, but if you want to... To quote Morgan "God" Freeman, "Yes you can! That's the beauty of it!"
I have tweaked various abilities in other ways:
- Stabilize reduced to 300s cooldown.
- All "beneficial" buffs have been set to "never miss". The reason for this is necessity... When setting spells to target anything, some spells would by default not always hit. (Whether this is a "fizzle" sort of issue or due to saving throws because of it not being a friendly spell anymore, I don't know). So, be warned, if you cast Mage Armor on that ogre, he will get +3 Armor, without fail!
Known Bugs (Unavoidable Ones....)
There are a few bugs and side-effects that, as of now, are unavoidable. I will be speaking with the development team to see if they can easily accomodate a fix for these.
- Because there is not an option for "attack enemies AND allies, but NOT the ground," I have had to set spells to literally target anywhere or anything. That means if you use a "targetable" skill other than Stabilize and Revivify, you will cast it on the ground if you don't pay attention. I suggest using the Player Portraits for your buffs, just to make sure they hit your intended target.
- Due to the above reason (involving spell targetting), when I set the target to "any", it also includes you... This means you can commit suicide..... even unintentionally.... Before using buffs and heals, make sure your attack, not your cantrip, is selected. As the default Attack cannot select anything other than hostiles, you're safe. If you target yourself or an ally with an ability while having the cantrip quickslot selected, you will follow up with an attack using your cantrip slot. Doe iinstance, if you have Ray of Frost selected (rather than default attack), and cast Stoneskin on yourself, you wll then immediately shove an ice beam up your own rectum. The simple solution to this, is simply "z" back to your weapon, do your heals, then "x" back to your cantrips. (Or simply avoid using your cantrip slot outside of PvP and Player-vs-Friendly scenarios).
Although those two bugs might sound confusing, I assure you that after a single dungeon crawl or a quick test module to learn the ropes, it is relatively straight forward (though I will fix it in accordance to whatever accomodations N-Space is able to afford!).
Enjoy your new freedom to slaughter!
v0.21 Updates (New Spells, Revised Cooldowns, minor fixes)
Increasing the Wizards repertoire in all categories (damage, CC, defense, support). Will continue to add more (Will begin Divination tree with next release)
- Burning Hands
- Flesh to Stone
- Time Stop (This one, I'm pretty proud of haha)
No more flooding spells. True to PnP, you'll now be needing to consider and plan your spell usages. Also, feel free to comment on any abilities that you believe are "underwhelming" for the cooldown. Primarily, I'm concerned with duration effects. I.E. Grease duration vs. cooldown, etc.
- Level 1: 60s
- Level 2: 120s
- Level 3: 180s
- Level 4: 240s
- Level 5: 300s
- Level 6: 360s
- Level 7: 420s
- Level 8: 480s
- Level 9: 540s
Filled in missing skill names and descriptions. In some place, with generic descriptions for the time being. Will revise these over time.
- Set all styles to cost 3 points, so a player can only choose one to start. And a second at the appropriate level via the Champion archetype.
- Removed the Shield requirement from the Dueling fighting style. Will correct this completely on release of CP2.
As always, comment, suggest and criticize to your hearts content, I will listen!
(Devs, please feel free to close the other "Class Mod" threads, and I will begin editting this one.)
Edited by Prodigy, 31 January 2016 - 04:18 PM.