Thread: 5e Bug Reports (Part 4)
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November 21st, 2018, 18:38 #91
Noted.
I get what you are saying about traps and hazards but does it matter? They are there to make life easier for the DM to deal damage and apply effects if/when the trap is sprung. They aren't proper NPCs with initiative or turns or any of the other rules that would apply to actions or anything like that - they are just a convenience. So whether the actions are actions or reactions I don't really see making a difference.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 21st, 2018, 20:25 #92
I have to admit I have not been consistent with how I set them up either. I try and remember to make them reactions, but *shrug* they show up on the CT where I can click on them so as the DM it doesn't make a difference.
Probably better to make them reactions, but agreee with Mr Z that I see no impact doing it wither way. Maybe I (we) are missing something?
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November 22nd, 2018, 15:08 #93
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Maybe this should go to the suggestion thread: Is there any way to make traps/hazards NOT roll initiative with all the other NPCs?
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November 22nd, 2018, 16:04 #94
Not that I can think of, no. They could be placed on the CT after initiative is rolled for the other NPCs of course, or you could make them friendly before initiative is rolled and then revert them to unfriendly, but there's not neat way to prevent them from rolling initiative just like any other NPC.
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 22nd, 2018, 16:53 #95
Maybe a third type of actor for the CT is more appropriate?
We can either re-use NPC type actors and live with traps behaving differently than an actual NPC, or FG can add a third category of actor that specializes in these trap/environmental actors.
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November 30th, 2018, 04:00 #96
There is an inconsistency in the capitalization of "Wondrous Item" objects that cause their to be two entries in the item pull down list; "Wondrous item" & "Wondrous Item"
I believe the capital I should be the correct format, but consistency would be appreciated (I'm just doing a find/replace all in the db.xml file before exporting to a module, but root solution would be appreciated.)
I know this issue exists in DMG items, and suspect it might in others.
Thanks
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November 30th, 2018, 04:05 #97rob2e - Join me on Discord!
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November 30th, 2018, 04:46 #98
DMG is small i.
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November 30th, 2018, 04:52 #99
I'm good either way, just one-way
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November 30th, 2018, 09:14 #100
Ok, I'm going to need more. I've been through all of the WotC DLC and I don't see a single instance of Wondrous item appearing on the items pull down list. I've also checked the DMG since you particularly mentioned it and all of the wondrous items are consistent in that volume and the pull down list shows only 'Wondrous Item'. There was an issue a good while ago with one module I think which had various misspellings of Wondrous but those were fixed a long time ago. As Rob2e mentioned above anything created in par5e requires the item to be spelled 'item' in order for it to work; but the output is capitalized. All of the items in the DMG are spelled Wondrous Item.
Last edited by Zacchaeus; November 30th, 2018 at 09:45.
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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