DingoSoulEater
January 3rd, 2013, 17:02
I tried to make the topic header helpful for what I was asking about, I swear.
Anyway. Been using FG a while now, loving every bit of it, and running a Pathfinder game now. The game is liable to go into a higher bit of magical equipment for the party, however, and I'm trying to determine how best to handle some of the mechanics of it.
It leaves a few questions, so!
A - Is there any way to handle permanent-bonuses to such things as ability modifiers, without having to change the base stat? (players are 'forgetful' as to which stats have been altered by a magic item, i find)
B - Is there a way to handle the 'flaming' property on a weapon, or anything similar, without having to use the standard effect system? (Largely because the DMG:1d6 fire applies to everything, not just that sword)
C - Does anyone have any general suggestions for handling magic items in Fantasy Grounds ing eneral? Keeping track of who has what equipped (forgetful players, again), etcetera?
Anyway. Been using FG a while now, loving every bit of it, and running a Pathfinder game now. The game is liable to go into a higher bit of magical equipment for the party, however, and I'm trying to determine how best to handle some of the mechanics of it.
It leaves a few questions, so!
A - Is there any way to handle permanent-bonuses to such things as ability modifiers, without having to change the base stat? (players are 'forgetful' as to which stats have been altered by a magic item, i find)
B - Is there a way to handle the 'flaming' property on a weapon, or anything similar, without having to use the standard effect system? (Largely because the DMG:1d6 fire applies to everything, not just that sword)
C - Does anyone have any general suggestions for handling magic items in Fantasy Grounds ing eneral? Keeping track of who has what equipped (forgetful players, again), etcetera?