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dumhed
April 4th, 2020, 04:29
In the recent resource (Wildmount), a new wizard subclass allows the player to add their INT modifier to their initiative rolls. (We have the official module and the ability. It is dragged/dropped onto the character sheet. But it does not impact the roll. I'm guessing it wasn't scripted.

How would I change this manually?

edit: I'm new at working with effects and stuff like that. Trying to understand it.

Zacchaeus
April 4th, 2020, 09:59
Create an effect of INIT: [INT] in the actions tab and apply the effect to the character once they are on the CT.

More on effects here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/884913/5E+Effects+for+Advanced+Automation

And in these videos: https://www.fantasygrounds.com/forums/showthread.php?41478-Effects-Videos-for-5E

dumhed
April 4th, 2020, 21:54
Create an effect of INIT: [INT] in the actions tab and apply the effect to the character once they are on the CT.

More on effects here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/884913/5E+Effects+for+Advanced+Automation

And in these videos: https://www.fantasygrounds.com/forums/showthread.php?41478-Effects-Videos-for-5E

Thank you!

Three of Swords
April 5th, 2020, 20:21
If you don't want to use an effect, you can mouse over the Init modifier value on the PC character sheet and CTRL-Mousewheel up and down to modify it as well.