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November 19th, 2017, 22:29 #1
Identification Option and Action Tab
is there a way to stop items that are unidentified to appear with the asterisks in the actions tab? its just a dead give away that my players have something more than what i describe it as in game. if anyone knows i would appreciate it.
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November 19th, 2017, 23:12 #2
Do they have an unidentified name or is it just blank?
"I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."
- John Diefenbaker
RIP Canada, February 21, 2022
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November 19th, 2017, 23:48 #3
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November 20th, 2017, 00:08 #4
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November 20th, 2017, 01:49 #5
It is noted like that in the actions tab specifically so that it is clear that the item has not been identified and that it may have properties other that what is stated. I wouldn’t expect players to equip something they hadn’t identified.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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November 20th, 2017, 03:38 #6"I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."
- John Diefenbaker
RIP Canada, February 21, 2022
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November 20th, 2017, 04:21 #7
yeah unfortunately the minute they get their hands on something they love to test it out due to the 5e identification rules with "simply holding the item you can sense it has other properties" i guess in that sense the ** notation can simply be a representation of this part of the rule.
i did find that i can delete them myself just have to do it faster than the player see it to really hide that it has other properties.
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November 20th, 2017, 04:25 #8
Side note to that, any time i give them the new item it is automatically equipped and shows on the actions tab? is it not supposed to do this?
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November 20th, 2017, 05:09 #9
I don’t give out magic items from the Party Screen until they have been identified. I’m not sure about the auto equip thing. If the character already has a weapon or armour i’m Not sure it does default to equipped but I can’t test it right now.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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November 20th, 2017, 05:35 #10
i did try it right now it seems that Armour does not equip automatically but any weapon added does.
ill keep in mind what you do there, for me typically i have my players pick from the loot to account for encumbrance rules so that way every item is accounted for. once my players see the asterisk they usually try to go straight into a short rest to begin identifying or any other means of identifying the item before they want to move on. id prefer to have them experiment or be surprised by effects as they use it. then proceed to rest on what happen at least that would make it more interesting but that format is a dead give away that they have something magical instead of just of high quality.
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