View Full Version : Creating Magic Items with Buffs to AC and Saves, Charges
presence
February 10th, 2017, 02:13
Is there a method to assign and track item charges (wands, rods, staves) in FG? I can't seem to figure out how to assign an ability cost (other than "Cost" which I think is in GP).
How do I attribute a modifier to an item that is equipped, ie: ring of protection +1 gives +1 AC and +1 to saves?
What about an item that contributes a spell effect like "Mage Armor" that gives 13 + dex modifier to your AC if you aren't wearing armor? (staff of defense)
LordEntrails
February 10th, 2017, 04:35
If you are talking 5E D&D, then check out the 5E forums. Ruleset specific questions are best asked in the forum they are related to, that way people know what you are talking about :)
You'll want to search on the forums and the wiki for "effects" as well as some other key words. In 5E, mage armor is simple handled by applying an effect "AC:3" It doesn't account for armor and such, but then just don't apply it if someone is wearing armor etc.
You will find your other questions answered specific answered in the forum specific to the ruleset. If you can't find it, let us know and we can help point you in the right direction.
Eru the One
February 10th, 2017, 04:41
Is there a method to assign and track item charges (wands, rods, staves) in FG? I can't seem to figure out how to assign an ability cost (other than "Cost" which I think is in GP).
I usually create an entry on the "Actions" tab with the name of the item and put it in the "General" group. Then change to "Preparation" at the bottom of the sheet, change the item to "Once" so short/long rests will not reset the charges, and just check off when you use a charge or get them back.
How do I attribute a modifier to an item that is equipped, ie: ring of protection +1 gives +1 AC and +1 to saves?
You can either change the AC/Saves on the character sheet Crtl+Mouse Wheel Up on AC/Saves on the "Main" tab, click on the magnifying glass next to AC on the "Main" tab and put 1 in "Misc", or you can just create an effect with "SAVE: 1; AC: 1" on the combat tracker.
What about an item that contributes a spell effect like "Mage Armor" that gives 13 + dex modifier to your AC if you aren't wearing armor? (staff of defense)
As above Ctrl+Mouse Wheel Up on the AC or hit the magnifying glass and put in 3 for Armor or drop an effect "AC: 3" on the combat tracker.
As I player, I try to only put things on the combat tracker that last a round/roll or stuff that lasts longer "RESIST: fire" as having the GM remove effects tends to slow down combat, so adjusting your character sheet is probably better for everyone.
presence
February 12th, 2017, 15:50
Thanks for the replies! I'm going to run this past players today to work out which method is the easiest to cope with during play.
presence
February 13th, 2017, 03:11
It turns out, its easier for the player to use ctrl-mouse wheel to tick up and down "perm" effects, like the ring of protection, and to use the combat tracker for "non perm" effects, like mage armor.
Myrdin Potter
February 13th, 2017, 06:38
The good thing here is that we have options, so we can make choices that best suit us. Even the developers that code the program run their games or play differently. I prefer to code an effect as you can keep track of it and I can make "permanent" unless I remove as DM. I think that changing a number on the character sheet without a note as to why it changed means that if the ring is lost the bonus will remain there and hidden. We, however, are both right. For you, modifying the character sheet is best.
Zacchaeus
February 13th, 2017, 21:05
Yes, effects are a much better option since you can have a note on the character as to why they have that bonus, just as Myrdin says. Altering a stat etc using the mousewheel is fine for something that you can't create an effect for but if you can then go the effect route.
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