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Macabreus
April 20th, 2018, 03:50
Is there any way to turn off the auto unconscious effect added to enemies when the party damages past its HP min? This can be quite annoying when they are fighting an intense battle and I want the enemy to last a little longer.

LordEntrails
April 20th, 2018, 04:25
Nope. I just up their hit points before they get killed or try to be quick about it. You can also play the mummy trait and make a role and tell them that they knocked it down, but it gets back up! It's probably scarier for them anyway when they don't know if the enemy is immortal or not *G*

Macabreus
April 20th, 2018, 04:28
The problem is it shows the "unconscious" effect to the players. Its just tough to keep up with fast clickers and multiple enemies. It would be great if it were a option to unclick in the settings.

Macabreus
April 20th, 2018, 04:29
Thanks for the reply! it would be nice to have the option to turn it off though.

LordEntrails
April 20th, 2018, 04:31
It would be, add the idea to the wishlist :)
https://fg2app.idea.informer.com/

Macabreus
April 20th, 2018, 04:39
Great idea Thanks!

Henrique Oliveira Machado
April 20th, 2018, 16:30
Can you hide effects of your DM tokens to the players? i think this option exists on the options menu.

Zacchaeus
April 20th, 2018, 17:02
Can you hide effects of your DM tokens to the players? i think this option exists on the options menu.

You can but the unconscious effect has consequences for attacks and damage which I don't think the OP wants. I think what he wants is a situation where the NPC (or player character I assume) does not automatically get the unconscious effect when reduced to zero hit points. This, of course, is how the rules work (it isn't there becasue the developer thought it would be a good thing); so what is being asked for is something not in the rules.

Macabreus
April 20th, 2018, 17:18
You can but the unconscious effect has consequences for attacks and damage which I don't think the OP wants. I think what he wants is a situation where the NPC (or player character I assume) does not automatically get the unconscious effect when reduced to zero hit points. This, of course, is how the rules work (it isn't there becasue the developer thought it would be a good thing); so what is being asked for is something not in the rules.

Interesting. It is how the rules work, but 5E DM Guide also says the DM is can bend rules and use them more like guidelines at times. :) The game is about having fun. Its no fun when a boss is killed early or the "destined" PC doesnt get the kill shot. I am not saying I do this all the time, but I'm in a situation where the characters have out-leveled the areas they are running through in POA and I like making some - especially bosses, a little tougher. In the case of my player characters, I like that it does this automatically, its just the NPC's/enemies that I control I find it frustrating. Thanks for the response though! Ill just have to manually adjust them from here on out.

Henrique Oliveira Machado
April 20th, 2018, 18:42
Interesting. It is how the rules work, but 5E DM Guide also says the DM is can bend rules and use them more like guidelines at times. :) The game is about having fun. Its no fun when a boss is killed early or the "destined" PC doesnt get the kill shot. I am not saying I do this all the time, but I'm in a situation where the characters have out-leveled the areas they are running through in POA and I like making some - especially bosses, a little tougher. In the case of my player characters, I like that it does this automatically, its just the NPC's/enemies that I control I find it frustrating. Thanks for the response though! Ill just have to manually adjust them from here on out.

I think Zachaeus did not meant you are doing it wrong, he only meant that FGs is designed to do that automatically because that is how the rules tells us how it should be. So the system functions as it should, and it is automatic as it is designed to be.

I think LordEntralis answer is the best one. you can add HP before the NPC gets the final blow if ou see he is gonna fall before intended time. Of if he falls before that, you can say he got knocked down and is geting up again. Then use my answer and hide effects on NPCs at the options menu so your players will not see that the NPC was unconscious and that you fudged a result.

you can even add immunity to all damage when you want him to fall only when you want him to fall, if you hide status from players.

Zacchaeus
April 20th, 2018, 19:04
Interesting. It is how the rules work, but 5E DM Guide also says the DM is can bend rules and use them more like guidelines at times. :) The game is about having fun. Its no fun when a boss is killed early or the "destined" PC doesnt get the kill shot. I am not saying I do this all the time, but I'm in a situation where the characters have out-leveled the areas they are running through in POA and I like making some - especially bosses, a little tougher. In the case of my player characters, I like that it does this automatically, its just the NPC's/enemies that I control I find it frustrating. Thanks for the response though! Ill just have to manually adjust them from here on out.

There are several possible ways you can address this.
1) Make the NPCs tougher; not just more hp but AC, more damaging weapons or just more of them
2) Use environmental effects. The Underdark is replete with hazards; maybe those fungi that they had for lunch weren't so benign as the Ranger thought after all and the characters get poisoned for a few hours (giving them disadvantage on attack rolls); or possibly the area that they are in has bad air and the PCs suffer some ongoing damage every hour that they remain in the area (this would negate the value of a long rest if they take 8d6 points of damage during it). Perhaps also the terrain is difficult and one or two of the characters suffer a fall reducing their speed or ability to take reactions. All sorts of possibilities there.
3) Maybe they wander into an area where magic doesn't work (or it does but requires a roll on the Wild Magic table every time a spell is cast)
4) Wandering monsters - Drow are everywhere in the Underdark; maybe the party come up against a substantial patrol; or maybe Duergar or something else.


EDIT: and yes I didn't mean that you were doing it wrong; FG is programmed to follow the rules - so not becoming unconscious when reduced to zero hp would be a house rule.

shadzar
April 20th, 2018, 19:41
that FGs is designed to do that automatically because that is how the rules tells us how it should be

a live DM has the choice during a real game to make the decision. too much automation takes those options from a DM. not everyone plays RAW. That is what Macabreus is saying. the default of the rules doesn't do anything unless in a strict Adventure League environment. no "rule" in any edition of D&D is that forced upon players at any table, real or virtual.

for example in this case it should say to the GM that this state was activated, but do nothing automatically unless the GM has put their game into Strict RAW mode.

you can't really hard-code an RPG system when the 40 history of the system is allowing it to be changed. you got to leave wiggle room for people to play their way and as a GM adjust thing on the fly, not be locked in by the code. This is why no MMO has ever reproduced the full feel extent of a TTRPG.

Henrique Oliveira Machado
April 20th, 2018, 19:57
a live DM has the choice during a real game to make the decision. too much automation takes those options from a DM. not everyone plays RAW. That is what Macabreus is saying. the default of the rules doesn't do anything unless in a strict Adventure League environment. no "rule" in any edition of D&D is that forced upon players at any table, real or virtual.

for example in this case it should say to the GM that this state was activated, but do nothing automatically unless the GM has put their game into Strict RAW mode.

you can't really hard-code an RPG system when the 40 history of the system is allowing it to be changed. you got to leave wiggle room for people to play their way and as a GM adjust thing on the fly, not be locked in by the code. This is why no MMO has ever reproduced the full feel extent of a TTRPG.

Well, yeah i understand your argument and also OPs wish. But FG was designed to automatically do almost everything that can be automatic, to speed up play and to diminish work for the DM.
For everything else there is always roll20, if you wish to manually input everything.

And i did not say OP couldnt add this option to the wishlist. I would gladly vote for it. But the standard must be automatic, and the manual should be optional and turned on in the options menu.

In an encounter with 15 monsters and 1 boss (i run this kind of encounters a lot) i would only want the boss to not be automatically unconscious, for example. Manually inputing this for every minion would be too much extra work.
Even above that. i calculate every encounter difficulty, so almost never i will have to fudge an encounter result. If the boss is important. He will run or leave dramatically/badassly (lol) at half his total health. In extreme cases, he will be at the back giving support to his minions/companions.

Strahd, from curse of strahd, is a very good example of a low health villain.

shadzar
April 20th, 2018, 21:27
Well, yeah i understand your argument and also OPs wish. But FG was designed to automatically do almost everything that can be automatic, to speed up play and to diminish work for the DM.
That would be great, assuming everyone is playing by RAW for Adventures League or Pathfinder Society, but it then renders FG useless to those people who don't believe RAW is the only way to play. the individual groups being allowed to decide on a ruling, aka "house-rules" has been a staple of D&D for over 40 years. Taking that right away from the players of the game is a failing for any VTT or other RPG related software product. 90% of the RPG software product have done this in the past 30 years, and the ones that didn't that were fan created, got shut down mostly, like Emms Character Sheets.

The whole point of an RPG is to allow you to play how you want, with as much or as little of the rules as you want. Taking that away means any software product for use with an RPG is not fulfilling its obligations to facilitate that RPG. Example: the "Show GM rolls" there is an option for that, it isn't forced to hide them for anything unless you have that option toggled off.


For everything else there is always roll20, if you wish to manually input everything.

IF that is the SmiteWorks stance, then so be it; and many people do, because they don't want things forcibly automated to where they have no choice or say in the matter of how the game is played that THEY are playing, and the programmers are not.

Henrique Oliveira Machado
April 20th, 2018, 21:45
That would be great, assuming everyone is playing by RAW for Adventures League or Pathfinder Society, but it then renders FG useless to those people who don't believe RAW is the only way to play. the individual groups being allowed to decide on a ruling, aka "house-rules" has been a staple of D&D for over 40 years. Taking that right away from the players of the game is a failing for any VTT or other RPG related software product. 90% of the RPG software product have done this in the past 30 years, and the ones that didn't that were fan created, got shut down mostly, like Emms Character Sheets.

The whole point of an RPG is to allow you to play how you want, with as much or as little of the rules as you want. Taking that away means any software product for use with an RPG is not fulfilling its obligations to facilitate that RPG. Example: the "Show GM rolls" there is an option for that, it isn't forced to hide them for anything unless you have that option toggled off.



IF that is the SmiteWorks stance, then so be it; and many people do, because they don't want things forcibly automated to where they have no choice or say in the matter of how the game is played that THEY are playing, and the programmers are not.

I understand your point but again, i risk on saying that most people play the majority of rules by RAW and only have one major house rules or two. And very little people play with mostly house rules and use the system only as a faint guideline. For these people, not using ruleset, or using roll20 is faster. If people were playing mostly with house rules, why reading/buying the book/rulesets at all?

SW cannot nor will ever please everyone. But FGs is a great software as it is, and it pleases almost everyone by making things automatic, since the GM can just cross its arms and let players do things without much to worry about..

It sounds to me you want a roll20 experience in fantasy grounds, as i see you complaining in every single thread, no even one compliment to the software. I think you are clearly not happy with this software.

Zacchaeus
April 20th, 2018, 22:11
According to p198 of the PHB Monsters die when they reach zero hit points but at the DMs discretion they might fall unconscious and then follow the same death saving rules as for players. Thus the DM can easily bring such a creature back to life if they want to. Perhaps an ally manages to chuck a potion down the unconscious enemy's throat; or there's a healer around with spells. So the options are all there, catered for by FG.

shadzar
April 21st, 2018, 00:05
It sounds to me you want a roll20 experience in fantasy grounds, as i see you complaining in every single thread, no even one compliment to the software. I think you are clearly not happy with this software.

i am jsut think as things progress because the other VTTs left today don't evne consider things. roll20 is whatever they want to do. MapTools are quite a bit stuck up, and you have to design your own framework (aka FG ruleset)....they dont have any license and wouldnt be able to since the way MT works.


i am jsut thinking about player choice. and in this case FG could really show off its stuff if it did have all the options, but ALSO had a Strict RAW mode for AL or PFS, or SS, so that maybe it would connect with WotC or Paizo and record the adventure, player ID, and character to the organized play channels

no reason Unity can't even if Classic can't.

also all RPG software has seemed to suffer from the early accounting software. The programmer didnt know the material they were coding for, and the people that knew the material didn't know how to program. so i still see ALL VTTs in that light. and i have nothing to say "ERmegherd i l♥vs me some FG", because it doesnt do anything in its current state that i could use it for.

if it worked for board games, if it worked for non-d20 system RPGs...it offers nothing in its current form that i could use. maybe FG Unity will.. that is what people keep telling me, so i keep hoping and offering ideas to improve upon Classic since the Unity engine can do SO much more than FG Classic can do...

Maybe, jsut maybe, someone will make a VTT that fits my needs.. who knows?

epithet
April 22nd, 2018, 08:01
I'm partial to statements like, "Everything in your experience tells you this monster should be dead, that this fight should be over, but to your amazement it isn't. Blood and drool fall from its open jaws, and it breath heaves in ragged, tortured gasps, but it seems stable on its feet and shows no sign of giving up any time soon." Then you come up with whatever you want to actually kill the thing, like radiant damage or damage above a certain threshold in one turn. Or, you can just decide it takes another round or two to die, no matter what happens. The important thing is to acknowledge that the party reduced its hit points to zero, but that something extraordinary is keeping it going.

Henrique Oliveira Machado
April 22nd, 2018, 20:08
i think you can solve this issue by calculating encounters correctly. then no monsters will die before you want them to.

if you make an easy day of encounters, then of course you will have to keep fudging with results to keep monsters alive. But players end up knowing you did it, and will react to it.

Trenloe
April 22nd, 2018, 20:35
i am jsut thinking about player choice. and in this case FG could really show off its stuff if it did have all the options, but ALSO had a Strict RAW mode for AL or PFS, or SS, so that maybe it would connect with WotC or Paizo and record the adventure, player ID, and character to the organized play channels
Yeah, that would be amazing. But SmiteWorks would need many more developers than they have now and the cost of FG would skyrocket to accommodate those developers.


also all RPG software has seemed to suffer from the early accounting software. The programmer didnt know the material they were coding for, and the people that knew the material didn't know how to program. so i still see ALL VTTs in that light.
You may see them in that light, but this vision is incorrect as far as FG is concerned. The main two owners of SmiteWorks are long time gamers and IT professionals. The main developer was initially a community developer who was coding rulesets because he wanted them for the games he was playing. He did such as great job doing his community rulesets that he was brought into the company as the main developer.


because it doesnt do anything in its current state that i could use it for.
FG doesn't do anything that you could use it for? Is that a serious remark? Nothing at all? If that's the case, I really don't know why you're still here. I wouldn't use any software that couldn't do anything for me, and I wouldn't go on a crusade to try to change it to my own, stringent, requirements.

I have a question for you regarding your comment: "MapTools are quite a bit stuck up, and you have to design your own framework" - why are the people involved with MapTools stuck up? Because they can't provide you with all of the many different options you obviously expect, but suggest you can do it by designing your own framework within their completely free software?

shadzar
April 22nd, 2018, 21:13
If that's the case, I really don't know why you're still here. I wouldn't use any software that couldn't do anything for me, and I wouldn't go on a crusade to try to change it to my own, stringent, requirements.

FG Unity is still coming. I am still on the fence, i am waiting to see what it will grow into, if it isnt a still-birth, for my personal use.

Also I make widgets for streamers ( https://www.twitch.tv/collections/lmruI2VM3BQptQ ), so need to be able to understand the things i am working with in order to make them so people can extract data from FantsyGrounds saved files and put them into broadcasting software to be able to have them as overlays for their streamed content.

https://www.fantasygrounds.com/forums/showthread.php?43091-Fantasy-Grounds-5E-db-xml-character-cycler-OBS-widget

So while i personally have no use at this time for FG in its current form, there is a chance Unity might. Speaking of those streamers that use FG, may I ask why FG and SW does NOTHING to support its software there other than a weekly show that has little to do with FG, and just has guests to be Twitch famous? or Youtube famous?

Will FG Unity hook into Twitch, Youtube, Mixer, API to be able to make use of chat interaction to allow people the ability to do things that streamers do? Does SW/FG even consider streaming when developing this new Unity platform, since Unity has that ability?


https://www.youtube.com/watch?v=v8yhy-5ntHM

Why is it the only person making tools for streamers for FG, someone that doesn't even use FG? Why isn't SmiteWorks thinking forward about the use of its product in the current era it is in, rather than being lost in the 90s before things such as streaming existed?

Yes, i know, low number of developers, but there is a Twitch partnered streamer on the SmiteWorks payroll in the form of Dave Middleton aka Twitch.tv/thedigitaldm that could be mined for these sort of things, who himself would benefit from Twitch integration via Unity so his boons/banes system for viewers of streams to be able to use "chat currency" to be able to interact with games such as ERP which recently aired on FGF (and Will doesn't even use FG, he uses roll20, why have a roll20 guest on an FG stream? Why are there no FG streamers on the FGF stream other than Dave?).

Microsoft Mixer (formerly Beam) also has interaction components to bring viewers into the game itself, if the streamer chooses.

Youtube is also advancing as they try to enter the live-streaming market with interactive tools.

And many AAA game developers like Blizzard are adding streaming interaction into their games to make use of these APIs such as Overwatch.

Even WotC has teamed with Twitch to offer a product competing with FG in the form of the Curse DNDBeyond platform that is picking up where the old GLEEMAX! DDi left off, and is only short of having the gaming table that stole FG dice for its promotional releases.

I have had FG Unity beaten into me and hearing about it for the past 8 months people praising the product (Doug Davison as DM for Sunless Citadel 1st adventure of Tales From the Yawning Portal streamed game) that doesn't exist yet, so i am holding of for it to offer things that I would be able to use in MY "products", wherein roll20 doesn't even offer an external API to access its data, and MapTools, though good at what it does, is low on the streaming totem pole, while FG is rising greatly. Someone has to make things for those streamers, and it doesn't seem to be happening around here at all. (ergo why i asked for dummy db.xml files to be able to support all FG possible games/rulesets with a streamer widget that 3PP could have a framework to develop streaming tools for FG.)


I have a question for you regarding your comment: "MapTools are quite a bit stuck up, and you have to design your own framework" - why are the people involved with MapTools stuck up? Because they can't provide you with all of the many different options you obviously expect, but suggest you can do it by designing your own framework within their completely free software?

While they don't offer frameworks, like you have rulesets built-in for FG, when numerous people have asked for help, they wan't you to code your framework THEIR way, even though MTscript is just a kludge of HTML/CSS/JS which there is no ONE WAY to do it, and if you don't do it their way, they were unwilling to help resolve someting people have tried to do in their own frameworks. and it wasn't things as involved as entire frameworks (FG rulesets), but simple Marcos (FG extensions equivalent).

Trenloe
April 22nd, 2018, 21:37
While they don't offer frameworks, like you have rulesets built-in for FG, when numerous people have asked for help, they wan't you to code your framework THEIR way, even though MTscript is just a kludge of HTML/CSS/JS which there is no ONE WAY to do it, and if you don't do it their way, they were unwilling to help resolve someting people have tried to do in their own frameworks. and it wasn't things as involved as entire frameworks (FG rulesets), but simple Marcos (FG extensions equivalent).
Right. So people are "stuck up" because they don't want to offer free support, for free software, in their own free time, for someone how hasn't followed the recommended approach. So they'd probably have to spend lots of additional time to work out what you did before they could try to help you. Yeah, I think I'd come across as "stuck up" if someone was pushing me to jump through hoops in my own spare time because they didn't follow the recommendation.

shadzar
April 22nd, 2018, 23:09
if we just want to focus on the MT part, then yeah but with a bit of good reason since most of the people have no coding experience, thought though the MTscipt is a lot more well documented than say FG on their wiki. so i can see why, but still don't think the attitude i have seen towards people asking for help there was warranted.

MTscript is as open as JS and JRE is, so there is no such thing as a "recommended approach", since it isn't as hard-coded as the LUA/XML combination as everyting in MT has an easy place to access data feilds, full control voer the chat, and even create new data fields on te fly during play, including but not limited to say giing mounts an inventory by altering the "character sheet" in the middle of a game which has recently come up here about NPC inventories...

So yeah, no need for them to have attitude against non-programmers that want to use their software. Ergo, why i don't make frameworks for it for other people, only people that ask since there isn't much in the way of "helpful" in the community there unless that has changed in the past year since i looked over some code for people needing help and they couldn't get it on the MT forums.

LordEntrails
April 22nd, 2018, 23:15
...
https://www.fantasygrounds.com/forums/showthread.php?43091-Fantasy-Grounds-5E-db-xml-character-cycler-OBS-widget

So while i personally have no use at this time for FG in its current form, there is a chance Unity might. Speaking of those streamers that use FG, may I ask why FG and SW does NOTHING to support its software there other than a weekly show that has little to do with FG, and just has guests to be Twitch famous? or Youtube famous?
...

Why is it the only person making tools for streamers for FG, someone that doesn't even use FG? Why isn't SmiteWorks thinking forward about the use of its product in the current era it is in, rather than being lost in the 90s before things such as streaming existed?

Yes, i know, low number of developers, but there is a Twitch partnered streamer on the SmiteWorks payroll in the form of Dave Middleton aka Twitch.tv/thedigitaldm that could be mined for these sort of things, who himself would benefit from Twitch integration via Unity so his boons/banes system for viewers of streams to be able to use "chat currency" to be able to interact with games such as ERP which recently aired on FGF (and Will doesn't even use FG, he uses roll20, why have a roll20 guest on an FG stream? Why are there no FG streamers on the FGF stream other than Dave?)....
I think there are two reasons why there is such little support for streaming with FG. The first one you named, and summarily dismissed as if it wasn't significant (number of developers). And the second is perhaps more important; demand.

How many role playing streamers are out there? 100? Maybe 1000? (I don't know). There were about 620,000 games played in 2017 either using the ultimate license or the game alias server (see this (https://www.enworld.org/forum/showthread.php?608519-Fantasy-Grounds-Game-Stats-for-2017-D-amp-D-5E-Up-By-6-Pathfinder-Holds-Steady!)). I would guess that means in reality their were probably something like 2 million actual games played with FG last year.

So, what current tasks are the developers working on that is less important than providing streaming tools for what, less than 1% of their customers?

Now, I'm a proponent for streaming tools. I expect to be streaming sometime in the next 4 months. So I hope you continue to provide tools for the community to use. But I don't think re-allocating resources towards streaming tools would be a wise business decision for SW at this time. (Quite honestly, they are at a point where almost anything that delays the release of FGU would be a bad business decision.)

JohnD
April 23rd, 2018, 20:13
Negative and abrasive. Interesting combo.

That said, I'd stream a C&C game if I could wrap my head around the technical aspects of it.

shadzar
April 23rd, 2018, 21:27
FantasyGroundsCollege and Rob2e recently did a video about streaming Fantasy Grounds (with guest Lazy_Stooner), it should be on Rob2e's youtube channel, or Laerun could have someone teach a class on how to begin streaming FG, what software you need, etc; just ask at the FGC.

Henrique Oliveira Machado
April 23rd, 2018, 21:38
I think people have unrealistic demands.
FGs is composed of few people that develops on their spare time, as far as i know of.

They did a really really good job with just two people. This VTT is amazing.

I think demanding too much is just cruellty.

shadzar
April 23rd, 2018, 21:42
How many role playing streamers are out there? 100? Maybe 1000? (I don't know). There were about 620,000 games played in 2017 either using the ultimate license or the game alias server (see this (https://www.enworld.org/forum/showthread.php?608519-Fantasy-Grounds-Game-Stats-for-2017-D-amp-D-5E-Up-By-6-Pathfinder-Holds-Steady!)). I would guess that means in reality their were probably something like 2 million actual games played with FG last year.

6000+ users have streamed in the D&D category on Twitch in the past year. this doesnt count all RPGs, since roll20 has its own category, FG has its own category, 9 WoD games have their own categories, and there is even Stars Without Number, Numenera, and Dungeon World categories.

Checking Tabletop Simulator would be helpful in regards to RPG streamers, because as an actual VTT, it can do ANY tabletop game.


and this is only unique user accounts on Twitch, and RPG games take at least an average of 4 players including DM, so 24,000 gamers in the past year have streamed or been a part of streamed RPG games. (rounding to 20k since player overlap exists).

SmiteWorks listed Fantasy Grounds in the GiantBomb.com video game index in order to get Fantasy Grounds category on Twitch ( https://www.giantbomb.com/fantasy-grounds/3030-54702/ "The Fantasy Grounds wiki last edited by smiteworks on 01/19/17 11:35AM "), as that is the only way any new category is added ( https://help.twitch.tv/customer/en/portal/articles/2348988-adding-a-game-and-box-art-to-the-directory ), since Twitch doesn't even have its own game/category list; so if someone is going through that trouble, and the trouble to actual stream content there, then you would think, maybe they would be looking towards what FG Unity could do for streamers.


re-allocating
no, with 1.5 fulltime employees, there is no resources to begin with to re-allocate, so some new resources need to be invested in. if the "modding" community can do all this other stuff, then maybe it better get onto doing it so other "professional programmers" don't have to do it. (Yes that is a reference to another snide remark given to me by someone on here.)


I will make only what people request, again because i have nothing i can personally use FG for at this time. but it further shows how FG is falling beind in recognizing not only how people play the games the FG tool was made for, but WHERE they play the games, and how they use the tool that is FG. so if everything is going to be hard-coded as RAW, then it isn't a toll for normal RPG players to use. hopefully FGU will be a next-gen FG, not a last gen OpenRPG.... (if anyone here remembers that pile of junk)

Forecaster
April 14th, 2019, 09:14
Kind of an old thread that seems to have gone off-topic a bit, but I was looking for an answer to this myself just now, and a "workaround" of sorts to this is to add an effect to your "big bad" or whoever you want that is "IMMUNE: unconscious", add it to your effect library and make it default hidden, drop it on any npc's you want as you add them.

If they have this effect and go to 0 hit points, fantasy grounds will not add the "Unconscious" effect to them.

An example of a creature that naturally has this is Air Elementals. Presumably since once "killed" they simply seize to exist and dissipate, leaving no body.

I'm going to use this immunity on my higher profile actors in combat from now on. Will probably not bother with minions and other cannon fodder.

TomasMakk
August 19th, 2021, 18:51
Hi! I am super new to fantasy grounds and this is an old thread so maybe there is more information about this elsewhere, but I was unable to find it.
I would like for the effect of "unconscious" to not show up in the chat log or in the combat tracker. I don't need for it to not be applied, but would like for players not to see it.
My main reason for this is that many times in game there is an intense situation or an epic fight and I like to describe the effect of players attacks my own. I love that you can disable the players from seeing the "status" of enemies. But the way it works (with my current setting, maybe this can be changed and that's why I am here) Is that they won't know anything about the status of the monster if I don't tell them UNTIL he dies and they see the "Effect :['Unconscious'] -> [BBG]" which basically takes us from the player listening how his arrow shoots the monster in the eye who falls to one knee screaming to then get prone and stop breathing to... Oh... I killed it...

Would love to be able to change it so that

LordEntrails
August 19th, 2021, 19:04
Hi! I am super new to fantasy grounds and this is an old thread so maybe there is more information about this elsewhere, but I was unable to find it.
I would like for the effect of "unconscious" to not show up in the chat log or in the combat tracker. I don't need for it to not be applied, but would like for players not to see it.
My main reason for this is that many times in game there is an intense situation or an epic fight and I like to describe the effect of players attacks my own. I love that you can disable the players from seeing the "status" of enemies. But the way it works (with my current setting, maybe this can be changed and that's why I am here) Is that they won't know anything about the status of the monster if I don't tell them UNTIL he dies and they see the "Effect :['Unconscious'] -> [BBG]" which basically takes us from the player listening how his arrow shoots the monster in the eye who falls to one knee screaming to then get prone and stop breathing to... Oh... I killed it...

Would love to be able to change it so that
Not that I know of. But it can be done with an extension. That's based upon my experience with another extension, I think it's one of the Death Token Indicator extensions, that replaces the "unconscious" text with "Fall prone and appears dead" or something similar.

WinterSoldier7
April 20th, 2022, 00:00
Kind of an old thread that seems to have gone off-topic a bit, but I was looking for an answer to this myself just now, and a "workaround" of sorts to this is to add an effect to your "big bad" or whoever you want that is "IMMUNE: unconscious", add it to your effect library and make it default hidden, drop it on any npc's you want as you add them.

If they have this effect and go to 0 hit points, fantasy grounds will not add the "Unconscious" effect to them.

An example of a creature that naturally has this is Air Elementals. Presumably since once "killed" they simply seize to exist and dissipate, leaving no body.

I'm going to use this immunity on my higher profile actors in combat from now on. Will probably not bother with minions and other cannon fodder.

Old thread, I know.. but if you are still around, has this been a working solution for you?

I, too, want to be able to describe a finishing blow before the text in the chat box tells players their target is unconscious - haven't found a solution yet, but this sounds perfect.

Zetesofos
August 4th, 2023, 18:29
Bumping this old thread. Wondering if anyone has a link to any extension that allows this feature to be turned off (or could apply effects other than unconscious upon 0 hit points).