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Kalastin
March 22nd, 2014, 20:12
Hello forums,

I have recently purchased Fantasy Grounds and so far it has been wonderful with a steep, but interesting learning curve. However, I'm stumped on a few aspects relating to damage Reduction and creating magical weapons.

Damage Reduction: I have a very basic idea on how to work damage reduction, but I'm stuck figuring out several components. First question: How do I separate different weapon types in a single roll, such as a flaming slashing weapon towards a skeleton. The skeleton would reduce the damage from the slashing weapon, but not the fire damage if I'm correct. Second question: I'm running the Worldwound Incursion campaign which deals with a copious amount of demons, all who have damage reduction against anything but good aligned characters or cold-iron weapons. What's the best way to handle that? A number of my players use cold iron weapons and only two are actually good-aligned players.

Magical weapons: What would be the best method to creating a +1 flaming longsword or the best way to apply special materials, such as cold-iron or adamantine?

Appreciate the time spent reading the post.

Nickademus
March 22nd, 2014, 21:40
Time to toot my own horn.

I would recommend this extension (https://www.fantasygrounds.com/forums/showthread.php?20547-EXT-Expanded-Effect-Tags) for most of the issues.

As for the rest, you can add a special material in damage type field of the weapon and it will bypass DR as appropriate. Flaming is an extra d6 fire damage and can be added either as an effect ('DMG: 1d6 fire') that stays on the character or as a damage action that deals a d6 damage of the 'fire' type with the spell damage circle checked. The first choice will be automatic when the player rolls weapon damage, but will be reduced by DR when it shouldn't be (not actually true) . The second choice would require the player to make a second click each time he/she rolled damage but the fire damage would be treated like a spell and ignore DR (but not fire resistance).

Kalastin
March 22nd, 2014, 21:48
Wow, fantastic! Thanks for the quick reply back.

I'll have to download the extension and give it a run through.

As for the magical items, that will have to do. We will see how it run in tomorrow's playtest.

Nickademus
March 22nd, 2014, 22:21
Something didn't seem right about what I said. Upon investigating, the DMG: 1d6 fire effect does not get reduced by DR. So it works as it's supposed to. Just have the player add 'DMG: 1d6 fire' as an effect when they are using the flaming sword. With the EET extension, they can add a second effect 'REMOVE: DMG: 1d6 fire' to create a button that will remove the flaming effect (if they switch to a different weapon for instance).

Kalastin
March 23rd, 2014, 01:09
Oh okay, thanks for the clarification. Cheers!

Kalastin
March 23rd, 2014, 08:56
Little problem during the testing process with the fire weapon code. It worked fine without the targeting system, however, I was given errors when I targeted the skeleton with the weapon. I've tried multiple different weapons types too.

https://dl.dropboxusercontent.com/u/35311899/Error!.png Screenshot to explain the problem.

Thanks again, whoever looks into this. Very much appreciated!

Nickademus
March 24th, 2014, 06:32
I'm having difficulties recreating this error. Can you tell me which extensions you are using?

Kalastin
March 24th, 2014, 08:20
Sure thing!

Expanded NPC weapons, ability damage action and expanded effects, enhanced images, enhanced items, fantasy language chat, theme-dungeon.

Now, I disabled all extensions except for Ability damage action and still received the error. I removed all extensions, as in, deleted them except for ability damage action and still received the error. I did not get the error when I disabled expanded effects and tried the fire command.

Nickademus
March 24th, 2014, 08:45
Thank you. I will look into it. Just to clarify, the 'ability damage action and expanded effects' is the single hybrid extension and not two separate extensions?

Edit: nevermind, I've identified the problem. This is already fixed in version 1.8 which I will be releasing tomorrow.

Kalastin
March 24th, 2014, 08:52
Yep! Using the hybrid extension.

And woot, thank you so much for all the help!

Appreciate the time spent on it.

kane280484
April 22nd, 2014, 09:06
Hi folks, since I'm a new user as well, I'm gonna ask another question in this thread: I've a problem with effects in PFRPG. Can't find info wether they even work in PFRPG or if I'm just too dumb to utilize them. Is there any good tutorial with examples that explains how to use effects in FG/PFRPG?

Trenloe
April 22nd, 2014, 15:09
They work very well in the PFRPG ruleset.

Start by looking at the User Guide section on effects (in the Wiki): https://www.fantasygrounds.com/wiki/index.php/3.5E_Effects

Then do a search for effects in the forum and you'll find quite a few threads on using effects and examples.

The main thing to remember with effects is that they don't modify the base statistics, i.e. you won't see ATK:2 increase attack modifiers in a statblock. Effects get applied only when rolls are made.

kane280484
April 22nd, 2014, 17:10
Thanks, I've already checked Nickademus' threads and his modifications and it all seems more clear now. Trouble I had was probably because as foreign English speaker I found some matters at FG wiki hard to understand.

Trenloe
April 22nd, 2014, 17:47
More effect examples here: https://www.fantasygrounds.com/forums/showthread.php?18006-Effects-library