whiteTiki
September 8th, 2015, 21:21
Hi there everyone, I've been a user of FG for about a month now. I've already managed to run my sessions as DM with absolutely no big problems. I've purchased all the core books available (PHB and MM) and some adventure books. I do have some few complaints about the system and how it Works, especially after having purchased all that content plus an ultimate subscription but that's for another thread. It’s important to mention that this is a 2 part thread. In this part my intention is to discuss and cover my basic questions and doubts were in the “– Part 2 – Effect Syntax Questions” thread is all about that. The syntax when creating effects.
Recently I've been trying to make my players have all their spells with an effect programed on it (when it applies). Currently I have a Paladin, a Sorcerer and a Cleric and I'm going crazy cause there are a lot of things about spells and actions that are not clear or well programmed especially after you purchase the official content from the FG store. So I have a few really basic questions I want the community to comment about so we can decide what’s best for each case. I also want to add that this are ONLY the problems I have encountered for players level 6. That means, a small list of spells and actions compared to a 15th level player.
Before reading the next section PLEASE keep in mind that my intention here is to automate everything that is possible and organize it well and clear for the players. So, if you are going to propose something like “Dude, just make the characters roll that manually, that’s what I do and it solves a lot of problems” this is not the thread for it. It’s not the threads intention and It won’t really solve or answer my question. Thank you.
++BASIC QUESTIONS
1.- If you want to create a thing like Channel Divinity in the Actions Tab, what the F do you do? I mean, it’s a single power that you can use X times a day, so it shouldn’t be 2 powers right? It should all fit perfectly into 1 power, but you have the problem that you can choose from several options on what you want to do with your Channel Divinity. In my case I created 1 power and gave it several effects according to the Channel Divinity Options. (Please comment on this so I can learn other alternatives)
2.- How the F do you guys deal with scrolls? I'm using the actions tab, where players have their scrolls. It’s not a spell really so I created it like an Ability (you know, the small sword icon instead of the book icon under "Group Type") BUT IT STILL RECOGNIZES IT AS A SPELL. So when my characters are using their spells and check marking the slots they have used and they finish a battle with no more spell slots available then the scrolls disappear from the actions list under combat mode because the system thinks they're spells! I found out that this happened because I dragged and dropped the spell from the PHB module with the intention of NOT writing all down, but at the end I had to create a completely new power so it didn't recognize it as a "spell" (any comments on this? was this ok? or are there any better ways to do it?)
3.- There should be a thing on the core rules programmed for the CONCENTRATION STUFF. It's so hard to keep track of that. FantasyGrounds should be able to know which effects are concentration related and if the character or enemy that made the cast receives damage and fails his CON check THEN THE EFFECT IS LOST. Is there something like that that I don’t know of?
4.- MULTIPLE LEVEL SPELLS, HOLY F that really is a problem. What are you guys doing to solve this problems? Let’s have “Cure Wounds” for this example, you all know that Spells automatically group themselves in several categories “Spells (Level 1)” “Spells (Level 2)” etc, But then there’s the “you can cast this spell using a 2nd level spell slot” thing. So “Cure Wounds” it’s a Level 1 spell, but it’s also a 2nd level spell and a 3rd level spell, etc. What are you guys doing for this ****? Is it better to just have the spell be a Level 1 spell and create a lot of “healing actions” according to the level it represents? Or is it better to duplicate the spell as a level 1 spell, level 2 spell, and so on (but in this way all your “preparation mode” gets F’ed up)? Now, this example was pretty simple, but imagine a spell that has a casting action with its save and its damage and also and effect and you can cast it using a 1st, 3rd and 5th level spell slot for example… If you keep it all simple in 1 single spell without duplicates, you’ll have a lot of F’ing stuff laying around in a single spell it will get confusing. (Please I need help on what’s the best way to do it).
Recently I've been trying to make my players have all their spells with an effect programed on it (when it applies). Currently I have a Paladin, a Sorcerer and a Cleric and I'm going crazy cause there are a lot of things about spells and actions that are not clear or well programmed especially after you purchase the official content from the FG store. So I have a few really basic questions I want the community to comment about so we can decide what’s best for each case. I also want to add that this are ONLY the problems I have encountered for players level 6. That means, a small list of spells and actions compared to a 15th level player.
Before reading the next section PLEASE keep in mind that my intention here is to automate everything that is possible and organize it well and clear for the players. So, if you are going to propose something like “Dude, just make the characters roll that manually, that’s what I do and it solves a lot of problems” this is not the thread for it. It’s not the threads intention and It won’t really solve or answer my question. Thank you.
++BASIC QUESTIONS
1.- If you want to create a thing like Channel Divinity in the Actions Tab, what the F do you do? I mean, it’s a single power that you can use X times a day, so it shouldn’t be 2 powers right? It should all fit perfectly into 1 power, but you have the problem that you can choose from several options on what you want to do with your Channel Divinity. In my case I created 1 power and gave it several effects according to the Channel Divinity Options. (Please comment on this so I can learn other alternatives)
2.- How the F do you guys deal with scrolls? I'm using the actions tab, where players have their scrolls. It’s not a spell really so I created it like an Ability (you know, the small sword icon instead of the book icon under "Group Type") BUT IT STILL RECOGNIZES IT AS A SPELL. So when my characters are using their spells and check marking the slots they have used and they finish a battle with no more spell slots available then the scrolls disappear from the actions list under combat mode because the system thinks they're spells! I found out that this happened because I dragged and dropped the spell from the PHB module with the intention of NOT writing all down, but at the end I had to create a completely new power so it didn't recognize it as a "spell" (any comments on this? was this ok? or are there any better ways to do it?)
3.- There should be a thing on the core rules programmed for the CONCENTRATION STUFF. It's so hard to keep track of that. FantasyGrounds should be able to know which effects are concentration related and if the character or enemy that made the cast receives damage and fails his CON check THEN THE EFFECT IS LOST. Is there something like that that I don’t know of?
4.- MULTIPLE LEVEL SPELLS, HOLY F that really is a problem. What are you guys doing to solve this problems? Let’s have “Cure Wounds” for this example, you all know that Spells automatically group themselves in several categories “Spells (Level 1)” “Spells (Level 2)” etc, But then there’s the “you can cast this spell using a 2nd level spell slot” thing. So “Cure Wounds” it’s a Level 1 spell, but it’s also a 2nd level spell and a 3rd level spell, etc. What are you guys doing for this ****? Is it better to just have the spell be a Level 1 spell and create a lot of “healing actions” according to the level it represents? Or is it better to duplicate the spell as a level 1 spell, level 2 spell, and so on (but in this way all your “preparation mode” gets F’ed up)? Now, this example was pretty simple, but imagine a spell that has a casting action with its save and its damage and also and effect and you can cast it using a 1st, 3rd and 5th level spell slot for example… If you keep it all simple in 1 single spell without duplicates, you’ll have a lot of F’ing stuff laying around in a single spell it will get confusing. (Please I need help on what’s the best way to do it).