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I’m going to highlight a few entries from the fifty characters in my sample output to discuss updates I made over the weekend.

HENRY the level 1 HUMAN WIZARD (DIVINER)
AC 10 || 5 hp || SHOCKING_GRASP +3 1d8 (4) || CR 1/4 (50)
[14, 10, 14, 13, 10, 8]
[DAGGER]
[ACID_SPLASH, FEATHER_FALL, FIND_FAMILIAR, GREASE, MAGE_ARMOR, MAGE_HAND, RAY_OF_SICKNESS, SHOCKING_GRASP, UNSEEN_SERVANT]

RE: Name Generator
I threw a temporary name generator in so it’s easier to distinguish between characters now. Funny how after generating and reviewing thousands upon thousands of characters, how something as simple as a NAME makes it easier to review them. It’s almost stupid how useful it is. The names are drawn from demihuman names and English name tables found in Xanathar’s Guide to Everything.

It should be noted that I loathe the demihuman names provided by Wizards of the Coast. You would think that a bunch of English majors might be better at coming up with fantasy names. They should have required Anthropology or Linguistics instead. (For reference, I’m talking about a time I applied for a job back in like, 2006 or so and found WotC required a Bachelor’s degree in English for game designers/developers.)

RE: Spell updates
I rewrote the spell selection functions to replace over a thousand lines of code with like, ninety. I still don’t have spellbook support, but it’s pretty high on my list of priorities. For now there are there’s just “spells known,” which includes every spell a wizard knows. Once I implement storing spells within items, scrolls and spellbooks can be used to enable access to spells beyond what a character “knows.”

I updated Combat and Challenge Rating evaluation to check for a character’s preferred mode of combat: melee, ranged, or magic. It will determine the average damage of the “highest damaging spell” a character has access to, which will be super-important once I implement monsters. It also replaces the standard weapon attack with the best cantrip a magic-user has in their repertoire.

I hope to eventually support multiple attack modes for characters and monster alike, perhaps offering several weapon and spell options for each character. Actually, I’m getting a pretty cool idea right now that I’ll have to try out as soon as I’m not… blogging about my progress.

Finally, and still tangentially related to Combat/CR evaluation, is the fact I last-minute wrote in a simple String conversion function to turn 0, -1, -2, and -3 into CR 1/2, 1/4, 1/8, and 0 respectively. This should make it easier to read. Yay, readability!

MALQUIS the level 1 DARK_ELF BARD (LORE_COLLEGE)
AC 8 || 8 hp || VICIOUS_MOCKERY +5 1d4 (2) || CR 1/4 (50)
[12, 5, 13, 9, 13, 17]
[LIGHT_HAMMER, DAGGER]
[LEATHER_ARMOR]
[INSPIRATION_D6]
[ANIMAL_FRIENDSHIP, CURE_WOUNDS, DANCING_LIGHTS, THUNDERWAVE, UNSEEN_SERVANT, VICIOUS_MOCKERY]

RE: Race and Class Features
Currently I have only implemented class features for the Barbarian and Bard classes, and in the case of the Bard, I’m still working through their laundry list of class features. I think I mentioned how glad I was that I decided to work through classes in alphabetical order because I’ve had to do so much work on the Bard that will make every other class easier to implement.

As I say that, I have to point out that 99.9% of class features don’t do anything yet. Ability Score Improvement, Unarmored Defense, and Skill, Armor, and Weapon proficiency are the only features I can think of off the top of my head.

SIMON the level 1 HUMAN RANGER (HUNTER)
AC 16 || 2 hp || LIGHT_HAMMER +1 1d4-1 (1) || CR 1/2 (100)
[ 8, 15, 7, 9, 8, 11]
[LIGHT_HAMMER, GREATCLUB, LONGBOW, ARROW (20)]
[SCALE_MAIL]

RE: Stacking Items
I’m pretty proud about this one: I made a number of inventory items “stack-able.” Bolts, Arrows, Sling bullets, Darts, Blowgun needles, and Javelins come to mind.