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View Full Version : is calculating sneak attack damage dice base on player rogue level possible?



masterqgj
February 5th, 2021, 19:06
Hi,

i'm wondering if there is a way to calculate the sneak attack damage of a rogue based on its level automatically. I tried making a new "spell effect" using the "effect" and drag it on myself trying for e.g.:

"IF: ROGUE (<3); DMG: 1d6"

But even the most basic one "ROGUE (< 3)" does not work. Neither using "ROGUE" nor "LVL" as if both values are not valid when using the "IF" statement.

On the other hand: Is it even possible to stack several "IF" conditions? So like: "IF: ROGUE (>2); IF: ROGUE (< 5); DMG 1d6"?

Zacchaeus
February 5th, 2021, 19:28
No, there's no way to automate this. The player can update their sneak attack effect when they reach the appropriate level.

masterqgj
February 5th, 2021, 19:30
Ahh, that's sad. I hoped, that it was possible - i mean - even excel can stack "IF" conditions into each other...

Well, guess i have to live with that (and hope, that it might be possible sometimes in the future).

Thank you Zacchaeus

Trenloe
February 5th, 2021, 20:09
The FG conditional effects (IF and IFT) do not use boolean logic. They primarily see if a FG condition, or a small number of data type values, exist on the actor (IF) or the target (IFT). Details here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996642031/5E+Effects+for+Advanced+Automation#Special-Components


i mean - even excel can stack "IF" conditions into each other...
I wouldn't underestimate Excel, it's incredibly powerful and is built to do complex logic operations with lots of data.

masterqgj
February 5th, 2021, 20:39
Yea, i read that in the wiki artikle, but since there was an example like "SIZE >= medium" i hoped that it would work like a boolean logic too.

The Excel-thing was just a saying.

jrowsey1
February 5th, 2021, 20:41
I believe this extension can do it:

https://www.dmsguild.com/product/312685/Fantasy-Grounds-Automatic-Sneak-Attack

masterqgj
February 5th, 2021, 21:03
Oh yes, i found that extension myself - but extensions have a problem i try to not run into - they may (or may not) stop functioning after some updates. To circumvent that i try to not load any extension if possible. So in the end, if the engine itself cannot be used to solve the "issue", i'll stick on just doing it on my own and change the needed values after corresponding levelups.

But thanks for your research jrowsey1.

damned
February 5th, 2021, 23:52
Ahh, that's sad. I hoped, that it was possible - i mean - even excel can stack "IF" conditions into each other...

Well, guess i have to live with that (and hope, that it might be possible sometimes in the future).

Thank you Zacchaeus

Excel is an application with probably a billion dollars in development behind it.

masterqgj
February 6th, 2021, 00:20
Excel is an application with probably a billion dollars in development behind it.

Yep, as said, it was just meant as a saying and not to make FG bad (since it isn't bad!).

BaneTBC
February 8th, 2021, 07:17
Kent's extension that @jrowsey1 linked above will handle the automatic factoring of the Sneak Attack damage with that effect on the character (Sneak Attack;ONTURN) as well as if the advantage or an enemy for the target in melee range. If at some point it were to break for the automatic logic, it still comes with an additional effect you can add and modify the damage manually (which you can do without or with an addon anyhow). Kent's been great about updating any of his addons whenever something causes issues, so I really appreciate that. But until something like that is added into the default ruleset, it's the easiest way for me to handle it for my rogues and I don't have to worry that they never updated the damage when they should have (and then get the complaints that they've been gimped for weeks\months).