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xanstin
September 12th, 2017, 21:29
What's everyone doing for this effect option in FG. Is there an effect people are using to make this work? Fully realize you can manually figure out and remove saves that should be deaths, but looking for an automated option if it exists.

Zacchaeus
September 12th, 2017, 21:35
There isn't an effect which will alter the death saving throw, so you would have to calculate it manually. I suppose the easiest way would be to give disadvantage on the save (for which there is an effect). If I understand the bounded accuracy correctly this would approximate to to a 5 point difference which would effectively make the death save 15 instead of 10.

EKruze
September 12th, 2017, 21:38
It should be the case that an effect of
Meat Grinder; SAVE: -5, death should achieve the effect desired however as FG is currently coded any modified death save of 1 or less is treated as a critical failure instead of only natural 1s. As such if you use this effect the automation will turn any 2-6 roll into a crit fail. This behavior is a bug. If this should be fixed by changing manager_action_damage.lua, in the onDeathRoll() function, line 488 "if nTotal <= 1 then" to "if nFirstDie == 1 then" in a future update then the above effect should work perfectly for Meat Grinder. If anyone else has a solution I'd like to see it.

JustinFreitas
September 12th, 2017, 21:43
Deleted.

Zacchaeus
September 12th, 2017, 22:02
The bug regarding critical failure has been fixed in the current tes (https://www.fantasygrounds.com/forums/showthread.php?39182-Test-Release-v3-3-2&p=349331&viewfull=1#post349331)t version which should go live within the next few days. I wasn't aware that you could apply a modifier to a death save. I must remember to add that to the Wiki sometime.

xanstin
September 12th, 2017, 22:13
if you use the -5 can you still get a 20 for the Instant 1hp option?

JustinFreitas
September 12th, 2017, 22:14
Yes, that works correctly. The bug is only with the natural 1 case. -J