StoryWeaver
September 9th, 2018, 17:55
After a bit of research I've thought that to handle druid wild shapes I'd follow these steps:
1) Drag monster (such as a Black Bear in this example) from the NPC section onto the combat tracker.
2) Make them friendly (green skull, instead of the default red).
3) Add to the combat map.
4) Have druid add a universal wild shape effect from their actions tab on their character sheet to overwrite their, Intelligence, Wisdom, Charisma modifiers, and compare proficiency bonuses and apply the higher one.
The fourth step is presenting problems in overwriting the attribute modifiers.
I've tried the following:
Wild Shape; INT: [INT]; WIS: [WIS]; CHA: [CHA]
In this case the modifier is applied if the character has some sort of modifier it seems. If it's 0 however, an empty value is returned from the request and instead of having no modifier on the NPC, whatever modifier the NPC had before is used. This is of course no good for a bear for example, that has a -4 modifier to intelligence skill checks and saving throws and the character has a 0 modifier to those rolls.
The second approach I tried was to enter the actual values of the attributes rather than the modifier.
Wild Shape; INT: 10; WIS: 15; CHA: 10
This doesn't work either, as while it applies modifiers, it's not the ones I'd expect.
ps. Adding INT: 0; manually does not work either, the NPC -4 modifier from the bear on intelligence related rolls is still used.
On a related note, is it possible to apply modifiers to specific saving throws or skill checks, not just to every roll as with using
SAV: 1 for example?
Another option which would be great would be if Smite Works added an optional allies list on the character sheets like they have for the Savage Worlds ruleset.
I've done some digging in the ruleset code for both systems to see if I could do that myself and create an extension that would accomplish that. So far have I a new tab with an entry field on the 5e character sheets to drag and drop NPCs onto. But it's slow going without proper development tools and trial and error for trying to figure out what's happening behind the sheets, then combining and modifying the code from different rulesets so it actually works properly.
1) Drag monster (such as a Black Bear in this example) from the NPC section onto the combat tracker.
2) Make them friendly (green skull, instead of the default red).
3) Add to the combat map.
4) Have druid add a universal wild shape effect from their actions tab on their character sheet to overwrite their, Intelligence, Wisdom, Charisma modifiers, and compare proficiency bonuses and apply the higher one.
The fourth step is presenting problems in overwriting the attribute modifiers.
I've tried the following:
Wild Shape; INT: [INT]; WIS: [WIS]; CHA: [CHA]
In this case the modifier is applied if the character has some sort of modifier it seems. If it's 0 however, an empty value is returned from the request and instead of having no modifier on the NPC, whatever modifier the NPC had before is used. This is of course no good for a bear for example, that has a -4 modifier to intelligence skill checks and saving throws and the character has a 0 modifier to those rolls.
The second approach I tried was to enter the actual values of the attributes rather than the modifier.
Wild Shape; INT: 10; WIS: 15; CHA: 10
This doesn't work either, as while it applies modifiers, it's not the ones I'd expect.
ps. Adding INT: 0; manually does not work either, the NPC -4 modifier from the bear on intelligence related rolls is still used.
On a related note, is it possible to apply modifiers to specific saving throws or skill checks, not just to every roll as with using
SAV: 1 for example?
Another option which would be great would be if Smite Works added an optional allies list on the character sheets like they have for the Savage Worlds ruleset.
I've done some digging in the ruleset code for both systems to see if I could do that myself and create an extension that would accomplish that. So far have I a new tab with an entry field on the 5e character sheets to drag and drop NPCs onto. But it's slow going without proper development tools and trial and error for trying to figure out what's happening behind the sheets, then combining and modifying the code from different rulesets so it actually works properly.