Using 5.6.1, RSRD, Win XP home.
I've posted about this particualr bug before and never got so much as a "F*
you, n00b!", in return. But this is bordering on intolerable. I trusted
PCGen for use in a commercial product, and I have spent the past three days
(and will likely spend two more) doing nothing but hand-correcting the
problems in the output, from the infamous 'ride' modifier to wolf
companions growing to a dozen other things. I appreciate that the product
is free. However, if it is not suitable for professional work, please
consider adding:"Warning: Do not use for commercial products!" to the
And now we get to the main topic of this post, hit points for giants, and,
quite possible, other things - I haven't checked everything, but I only
recently became aware of how widespread the problem is.
Look at the following:
Frost giant Sorcerer-7 :Male Frost Giant Sorcerer7: CR 16; Large GIANT; HD
(14d8)+(7d4)+245; hp 227;
Male Cloud Giant Sorcerer5: CR 16; Huge GIANT; HD (17d8)+(5d4)+273; hp 242
Male Frost Giant Cleric5: CR 14; Large GIANT; HD (14d8)+(5d8)+231; hp 218
And a whole bunch more. The "hp XXX" is correct; the problem is the "xdn+n"
part of the equation. I have no idea where that number is being pulled
from, and I welcome a clue. As it is, I now have to hand check *every
single one* of *roughly 600 stat blocks* to make sure that number is right,
and correct it manually if it is not.
So you'll forgive me if I'm a little snippy. When a program is on version
5.6+, I expect bugs like "Half-drow ranger/wizards dual wielding orc
battleaxes while wearing +3 plate armor have the wrong eye color", not
"Cannot figure out hit points properly. Sorry."
If I may make a request, it seems that scarce coding resources should not
be going to things like GMGen until the core product is a lot more stable
and usable. I know, it's open source, and anyone can do anything they want
with it, but to the extent there is central control over allocation of
resources, a focus on basic functionality seems wise.