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celestian
April 17th, 2019, 00:32
If you have suggestions, feedback or bug reports for the AD&D 2E Dungeon Master Guide please post them here.

I'm working on a project site here (https://freedcamp.com/adndmikes_project_tOw/ADD_2E_DMG_Xkq/todos). My goal will be to try and translate requests here (Bugs/feedback) to there as I can so folks will be able to see what is being worked on and what is in the queue. I'll do my best to update them in a reasonable timeframe.

So, with that said if you have questions, suggestions, feedback or bugs. Please post them here.

JohnD
April 17th, 2019, 06:22
Great work on the rollable treasure tables.

Rook
April 18th, 2019, 23:53
Hey Celestian,

Per your instructions in the 1st post, a bug (just a typo) in the DMs Guide, chapter 14 / Movement / "Raods and Trails".


Do you want this type of information?

Rook

by the way - I'm back to smoking and it's your fault :)

celestian
April 19th, 2019, 02:39
Hey Celestian,

Per your instructions in the 1st post, a bug (just a typo) in the DMs Guide, chapter 14 / Movement / "Raods and Trails".


Do you want this type of information?

Rook

by the way - I'm back to smoking and it's your fault :)

Perfect, fixed. You'll see updates on Tuesdays and this will be one of them.

As to smoking, you should be smoking less cause you're so busy having fun ;)

esmdev
April 20th, 2019, 23:42
Ok, so I rolled a treasure type roll, redirected it into the parcel table, watched it go to town on the rolls, and was just jaw-dropped amazed at how awesome the automation was for that. Fantastic job.

Eru the One
April 25th, 2019, 17:44
I noticed that one image for the DMG is in the AD&D 2E DMG group and the others are in DMG.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=27169&d=1556210541

celestian
April 25th, 2019, 17:59
I noticed that one image for the DMG is in the AD&D 2E DMG group and the others are in DMG.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=27169&d=1556210541

Looks like that little bugger was a stray image. Cleaned out for next update.

Merell
April 28th, 2019, 10:31
First this could go in any of the current rule set threads, I chose this one because it is slowing down my conversion of a module.

Celestian, I do not know if I missed a option I should have turned on, if this is an intentional feature, or something else all together. I have noticed that when I open any item say a spell I can only get one pop up. Example if I open say Magic Missile then open Charm person it keeps only one pop up open closing Magic Missile and being replaced by Charm person. These are category specific, in other words I can have one spell pop up, one skill pop up, one NCP, Etc.. at the same time but only one of each. If this is a feature can you explain why you chose to go this route instead of how 5E is where you can get multiple items? Or if I am doing something wrong do you know what it is and how I can fix it?

It makes it a bit difficult to compare contrast or move quickly on some generation of items as a DM.

(Ok just tried something and found a work around, Hitting CTL then clicking on the item will produce a second of the same type. Is there any way to make this permanent so you do not have to hit CTL?)


Thanks

damned
April 28th, 2019, 12:52
It is a design choice by Celestian.
ctrl+click is the inbuilt work around.
there is also an extension that disables this feature.

Merell
April 28th, 2019, 15:52
Ok now I'm laughing at myself. I browsed through 61 pages of the original post of the 2E rule set to find that extension you mentioned Dammed. Then I stopped to think about it and have decided I will just use the CTL+Click if I want more than one copy open. It dawned on me that it is very annoying to have to close the 300+ windows you open before you decide to close them. Ha brilliant move on your part Celestian.

Thank you both for your time.

hawkwind
April 28th, 2019, 19:35
The various Rings of Protection are only improving saving throws and not AC

celestian
April 28th, 2019, 21:42
The various Rings of Protection are only improving saving throws and not AC

Just tested locally with various rings of protection from the 2E DMG to be sure and seems to work. Specifics? Extensions?

hawkwind
April 29th, 2019, 09:49
works ok on Character sheets 27210
but not on the NPC sheets, the bullywug stays at AC 6. I tried on a character and it worked ok, i thought i would see and effect for the AC on the Iem sheet like there is for the Save modifier

celestian
April 30th, 2019, 04:19
works ok on Character sheets 27210
but not on the NPC sheets, the bullywug stays at AC 6. I tried on a character and it worked ok, i thought i would see and effect for the AC on the Iem sheet like there is for the Save modifier

Armor doesn't affect NPCs at all. It's only useful to have for weapon v armor or to drag/drop the npc onto the Party Sheet inventory list and drop all those items there. The armor value used is the value set for the NPC on their sheet.

hawkwind
April 30th, 2019, 07:43
ok I assumed as dropping weapons on the inventory slot of the NPC had an effect items effecting AC would as well

hawkwind
April 30th, 2019, 07:49
I know its not going to be a pressing issue Celestian, but how do you recommend dealing with intelligent Swords, treat them as a NPC or as a item?

JohnD
April 30th, 2019, 17:39
So if you create an NPC as a PC and then clone to NPC it will grab the AC from the PC sheet when you clone.

JohnD
April 30th, 2019, 17:40
I know its not going to be a pressing issue Celestian, but how do you recommend dealing with intelligent Swords, treat them as a NPC or as a item?

Rustmonster.

celestian
April 30th, 2019, 18:48
ok I assumed as dropping weapons on the inventory slot of the NPC had an effect items effecting AC would as well

Effects will be used. AC granted from the ring of protection is not an effect. It works like a shield mechanically.


I know its not going to be a pressing issue Celestian, but how do you recommend dealing with intelligent Swords, treat them as a NPC or as a item?

Right now, manual. For the most part it's an RP thing, not a mechanical thing. Store any private information you want to keep from the player in the DM section on the item.

JohnD
May 1st, 2019, 01:43
Could we get a few examples of scrolls with divine/arcane spells on them with the effects configured properly to appear on the PC and NPC Actions tab under the Powers sub-tab?

celestian
May 1st, 2019, 05:08
Could we get a few examples of scrolls with divine/arcane spells on them with the effects configured properly to appear on the PC and NPC Actions tab under the Powers sub-tab?

it's not something I automated. All of the scrolls that I used just had the text of what spells were on it. You can however Drag and drop spells into the powers tab on the item.

https://i.imgur.com/g5oum50.png

something like that tho ive not tested all the specifics it shiould mostly work.

JohnD
May 1st, 2019, 15:50
it's not something I automated. All of the scrolls that I used just had the text of what spells were on it. You can however Drag and drop spells into the powers tab on the item.

https://i.imgur.com/g5oum50.png

something like that tho ive not tested all the specifics it shiould mostly work.

This is great and easy for the end user... beautiful implementation.

MrHack
March 3rd, 2020, 03:54
Wasn't sure if I should make a new thread for this. I noticed that the weapon speeds for the Axe +1, Axe +2 and Axe +3 are incorrect. I think they were calculated from a weapon speed of 5, but a non-magical Hand Axe has a weapon speed of 4. So the Axe +1 should have a weapon speed of 3, the Axe +2 a weapon speed of 2, and the Axe +3 a weapon speed of 1. Thanks!

celestian
March 3rd, 2020, 07:31
Wasn't sure if I should make a new thread for this. I noticed that the weapon speeds for the Axe +1, Axe +2 and Axe +3 are incorrect. I think they were calculated from a weapon speed of 5, but a non-magical Hand Axe has a weapon speed of 4. So the Axe +1 should have a weapon speed of 3, the Axe +2 a weapon speed of 2, and the Axe +3 a weapon speed of 1. Thanks!

Found and corrected. Somewhere between the PHB and the DMG they got slower ;) Also saw that the throwing axe did not have weapon entries and set those.

Thanks for the report. This should be updated next week.

MrHack
March 26th, 2020, 05:54
I noticed that when I'm dragging magic weapons onto the Inventory tab of a characer, they display a different name there and on the Actions tab. The actions still apply the right bonuses and effects, and you can still open the item and see its magic properties correctly, however.

For example, when I drag in a +2 Longsword or a Javelin of Lightning, they show up as a Longsword and a Javalin (note the spelling) instead on the Inventory and Actions tabs (weirdly, Javelin is misspelled when this happens, but it's not misspelled on either the standard weapon lists or magic weapons list).

Thanks again...I really appreciate your efforts with this ruleset.

celestian
March 26th, 2020, 06:09
I noticed that when I'm dragging magic weapons onto the Inventory tab of a characer, they display a different name there and on the Actions tab. The actions still apply the right bonuses and effects, and you can still open the item and see its magic properties correctly, however.

For example, when I drag in a +2 Longsword or a Javelin of Lightning, they show up as a Longsword and a Javalin (note the spelling) instead on the Inventory and Actions tabs (weirdly, Javelin is misspelled when this happens, but it's not misspelled on either the standard weapon lists or magic weapons list).

Thanks again...I really appreciate your efforts with this ruleset.

Those are the non-ID'd names.

gbhenderson
September 24th, 2020, 17:43
I was stocking a parcel and I noticed something.

Treasure Table 84: Treasure Type B, Magical Items

It will auto generate magic armor just fine, but it doesn't generate the magic weapons. It just lists it as "Weapon" in chat and in the parcel.

celestian
September 24th, 2020, 18:32
I was stocking a parcel and I noticed something.

Treasure Table 84: Treasure Type B, Magical Items

It will auto generate magic armor just fine, but it doesn't generate the magic weapons. It just lists it as "Weapon" in chat and in the parcel.

Thanks for the report. I'll submit the fix so it's in next Tuesdays update.

gbhenderson
September 25th, 2020, 17:21
Thanks Celestian. Appreciate the work you devs are doing.

sadwargamer
December 1st, 2020, 01:49
The Ring of Fire Resistance has RESIST:fire;DDR: 2 fire;

My understanding of ring is that it does not confer half damage so the RESIST effect should be removed,
I believe it should also have the SAVE: 4 fire; effect added?
Above should be applied to Frostbrand, Potion of Fire Resistance etc.

Obviously the ring is messed up around very large and hot fires as some could do less than 10pts stated e.g., Hell hound.

Is there an option to give immunity to non magical fire as I think IMMUNE: fire; is against all fire - not essential just a thought.

Andy

celestian
December 1st, 2020, 02:01
The Ring of Fire Resistance has RESIST:fire;DDR: 2 fire;

My understanding of ring is that it does not confer half damage so the RESIST effect should be removed,
I believe it should also have the SAVE: 4 fire; effect added?
Above should be applied to Frostbrand, Potion of Fire Resistance etc.

Obviously the ring is messed up around very large and hot fires as some could do less than 10pts stated e.g., Hell hound.

Is there an option to give immunity to non magical fire as I think IMMUNE: fire; is against all fire - not essential just a thought.

Andy

Wow, I completely missed that (the RESIST: fire). For some reason I always thought it was 1/2. I'll fix that.

Saves with explicit save versus type (lightning, fire/etc) is not automated.

sadwargamer
December 1st, 2020, 09:48
Cheers Celestian.

So adding SAVE: 4 fire; will not work if the PC is targetted by fireball for example?

Also I noticed while editing the items that the changes took no effect until I cycled the item status through "not carried" for any edits to the effect to take place.

Any comment re IMMUNE: fire, !magical - would this work?

celestian
December 1st, 2020, 20:38
Cheers Celestian.

So adding SAVE: 4 fire; will not work if the PC is targetted by fireball for example?

Also I noticed while editing the items that the changes took no effect until I cycled the item status through "not carried" for any edits to the effect to take place.

Any comment re IMMUNE: fire, !magical - would this work?

Correct, SAVE:4,fire will have no effect right now.

If the effect did not exist on the item before, it wont update. Once it exists it should update.

There currently isnt a flag for "non-magical" spells. It's simply a damage type. The "magic" type is used for weapons and the magical bonuses required to hit only.

sadwargamer
February 21st, 2021, 23:29
@Celestian - Hi, quick question if I may and an error on magical splint mail.

I am adding Ioun stones to a character (I have tried DEX, CON and STR) and while the chat window states "Advanced Effect ['Ioun Stone, Deep red sphere;DEX: 1'] -> [to Troy Farrteeng] [by Ioun Stone, Deep red sphere]" the DEX is not adjusted anywhere.
I also tried to change the effect so that it modified the Effect so that it was a Type: Ability, Modifier Dexterity 1 and still no changes. I would have expected the DEX to change from its 16 to 17, so that DEX check sand AC changes etc... but the addition of teh Ioun stone contrary to teh chat window achieves nothing

For Splint Mail +1 through +5 you have set the base AC to +3 whereas it should be +4, So magical Splint mail is giving +1 better AC than it should - Regular Splint is correctly set to AC4.

sadwargamer
February 22nd, 2021, 00:16
Noticed something else as well, cosmetic more than game effecting
The Ring of Protection is shown as Magic Item and as correct description,.
But the Rings of Protection +1 through +6 are shown as Magic Armour and have an abreviated description and the table refers to Cloak of Protection.

celestian
February 22nd, 2021, 00:27
@Celestian - Hi, quick question if I may and an error on magical splint mail.

I am adding Ioun stones to a character (I have tried DEX, CON and STR) and while the chat window states "Advanced Effect ['Ioun Stone, Deep red sphere;DEX: 1'] -> [to Troy Farrteeng] [by Ioun Stone, Deep red sphere]" the DEX is not adjusted anywhere.
I also tried to change the effect so that it modified the Effect so that it was a Type: Ability, Modifier Dexterity 1 and still no changes. I would have expected the DEX to change from its 16 to 17, so that DEX check sand AC changes etc... but the addition of teh Ioun stone contrary to teh chat window achieves nothing



Testing locally it seems to work. If you have any extensions remove them.

https://i.imgur.com/iD1e8Rc.png

It could be that the latest rev of the ruleset is not pushed out and it's still having issues with the broken and reverted CoreRPG changes. Check again when you have the 2021.02.21 rev and I bet it works.

sadwargamer
February 22nd, 2021, 10:44
Thanks for speedy response - Checked with no extensions, yes I am running with an earlier version, v4.0.10 ULTIMATE (2021-02-4) /2E v2021.02.17 For Fantasy Grounds, --by Celestian 2017-202, so will wait untl 2021.02.21 appears - hopefully before 6pm GMT when we play :), otherwise its manual edits.

Moon Wizard
February 22nd, 2021, 16:29
I pushed Celestian's updates this morning.

Regards,
JPG

sadwargamer
February 22nd, 2021, 17:49
@Moon Wizard - yep got them and all working as predicted :) Thanks.

Grumpzz
March 28th, 2021, 19:46
Hello hello,

Currently in tables mainly cosmetic for FGC and FGU: (No extensions or addons)

Every other table does show dice rolling when I click on the die icon

No dice roll show when i click on the following tables
* Amulet of the planes transport location
* Deck of Many things draw
* Gem: Fancy to Precious
* Gems & Jewels
* Jewels
* Semi-Precious stones


Inside the table there is <<Label>> instead of a title
Animal Control
Dragon Control
Gem tables
General Traits
Special Traits

45246

45247

(again this is cosmetic no impact on game play)
just not sure if its known

celestian
March 29th, 2021, 00:20
Hello hello,

Currently in tables mainly cosmetic for FGC and FGU: (No extensions or addons)

Every other table does show dice rolling when I click on the die icon

No dice roll show when i click on the following tables
* Amulet of the planes transport location
* Deck of Many things draw
* Gem: Fancy to Precious
* Gems & Jewels
* Jewels
* Semi-Precious stones


Inside the table there is <<Label>> instead of a title
Animal Control
Dragon Control
Gem tables
General Traits
Special Traits

45246

45247

(again this is cosmetic no impact on game play)
just not sure if its known


The table system in FG will not roll a dice type it doesn't know about. The first one you list is a d24. It mathematically handles the random generation but since there is not a d24 die then it can't show a dice roll.

The reason tables with a single column are generally not set with a name is because it is for a single type. There are not multiple columns so the name of the Table is what is used. Even if they had labels they would not be shown when a roll is made. Only when there are multiple.

Grumpzz
March 29th, 2021, 05:51
ahh I see. Thanks for the explanation