View Full Version : 5E - Exhausted
rhagelstrom
July 13th, 2021, 20:04
5E extension (https://forge.fantasygrounds.com/shop/items/70/view) that adds exhaustion as a condition
Exhaustion shows up as a condition in the effects window and immunities to exhaustion work. This extension also automates the exhaustion stack by summing exhaustion levels when applied and decrementing them on long rest. Also support for Mad Nomads Character Sheet Effects Display extension. There is an option in settings to enable verbose exhaustion text to further support MNM Character Sheet Effects Display but IMO it gets a bit much, hence the on/off option
MeAndUnique
July 13th, 2021, 20:07
Awesome contribution, thank you!
nephranka
July 13th, 2021, 21:23
Works seamlessly. Nice work,
MrDDT
July 13th, 2021, 21:29
So you don't need to use Better Combat Effects for Exhaustion anymore? This does all the stacking and stuff?
rhagelstrom
July 13th, 2021, 21:31
So you don't need to use Better Combat Effects for Exhaustion anymore? This does all the stacking and stuff?
Yes. I'll be taking that out of BCE in the next version. Exhaustion fits better in its own extension
MrDDT
July 13th, 2021, 21:32
Nice, thanks for all the work you do and have done.
I've always been of the mind that if you can split exts to more single functions. Thanks for putting this out there for everyone and doing so much work.
MrDDT
July 13th, 2021, 21:39
Did a quick test, it is working great other than the individual long rest option (right click target click rest, long rest) does not remove the effect or lower it by 1. Only when you use the long rest for the whole CT.
rhagelstrom
July 13th, 2021, 21:41
Did a quick test, it is working great other than the individual long rest option (right click target click rest, long rest) does not remove the effect or lower it by 1. Only when you use the long rest for the whole CT.
There is always some corner case on version 1.0 isn't there? I'll take a look at it. Thanks!
MrDDT
July 13th, 2021, 21:54
There is always some corner case on version 1.0 isn't there? I'll take a look at it. Thanks!
I found another issue that going from EXHAUSTION 4 (MAX 1/2) to EXHAUSTION 5, then getting a long rest will drop it back to 4, however, will also put the HP back up to 100% of max instead of 1/2 of max still from EX 4.
rhagelstrom
July 14th, 2021, 19:54
Version Update. Fixed issue with individual long rest not decrementing exhaustion level. The max HP issue seems to be a conflict between a couple of other extensions. Looking into it.
MrDDT
July 14th, 2021, 20:01
Version Update. Fixed issue with individual long rest not decrementing exhaustion level. The max HP issue seems to be a conflict between a couple of other extensions. Looking into it.
Yeah thanks.
Tested this and it's working perfectly thanks for the fast update.
The other issue I listed seems to be an issue with Constitutional Amendments. (Possibly CA and MNM's Display Effects but works just fine with just MNM's Display Effects, but breaks with just CA).
Those 2 do not play well with either other already in some cases.
MeAndUnique
July 14th, 2021, 20:54
Yeah thanks.
Tested this and it's working perfectly thanks for the fast update.
The other issue I listed seems to be an issue with Constitutional Amendments. (Possibly CA and MNM's Display Effects but works just fine with just MNM's Display Effects, but breaks with just CA).
Those 2 do not play well with either other already in some cases.
I'm taking a loot at having Constitutional Amendments work more cleanly with the MAXHP effect defined by Display Effects.
MrDDT
July 14th, 2021, 21:09
I'm taking a loot at having Constitutional Amendments work more cleanly with the MAXHP effect defined by Display Effects.
Wow, you are so amazing, thank you. I can't believe how much effect and time you EXT writers put into this stuff. Thank you. Thank you thank you!
Broken.Arrow
July 15th, 2021, 00:42
I'll second that. Thank you very much for your efforts.
MeAndUnique
July 15th, 2021, 15:43
Everything should be working now with v2.0.3 of Constitutional Amendments.
JimSocks
August 2nd, 2021, 04:06
I am noticing that levels of exhaustion that should be applying disadvantage for skill and ability checks aren't doing so. They also are not reducing hitpoint maximums or imposing disadvantage on saving throws. Speed adjustments are working perfectly however!
I am also running the Mad Nomad Character Sheet Effects Display extension, and it isn't putting the red dice next to the items that should have disadvantage, either. Though, notably, it correctly colors the speed when modified negatively by your extension.
EDIT: Turning on verbose makes the ability and saves show disadvantage correctly. However, the skill checks and hitpoints don't adjust still
rhagelstrom
August 2nd, 2021, 14:49
I am noticing that levels of exhaustion that should be applying disadvantage for skill and ability checks aren't doing so. They also are not reducing hitpoint maximums or imposing disadvantage on saving throws. Speed adjustments are working perfectly however!
I am also running the Mad Nomad Character Sheet Effects Display extension, and it isn't putting the red dice next to the items that should have disadvantage, either. Though, notably, it correctly colors the speed when modified negatively by your extension.
EDIT: Turning on verbose makes the ability and saves show disadvantage correctly. However, the skill checks and hitpoints don't adjust still
The hit points should adjust with MNM character sheet effects display. A couple of things could be going on. You are running a different version of character Sheet Effects Display, I'm running 2.0 and it seems fine, or there might be another extension you are running that is causing a conflict.
Skill checks and saving throws should have disadvantage as defined by exhaustion rules when the dice are thrown. I didn't add in a verbose option for skill checks as the die is so small for that and adding another 18 clauses would make the effect 8 lines long.
That being said, what makes more sense is for Character Sheet Effects Display to detect exhaustion/level and color the character sheet accordingly without having to rely on it being spelled out. That would be a Mad Nomad question on if that is something he wants to do.
webdove
August 6th, 2021, 22:42
I just installed it and it is saying this at level 4:
Effect ['EXHAUSTION: 4; Disadvantage on ability checks; Exhaustion; DISCHK: strength; DISCHK: dexterity; DISCHK: constitution; DISCHK: intelligence; DISCHK: wisdom; DISCHK: charisma; DISATK; DISSAV: strength; DISSAV: dexterity; DISSAV: constitution; DISSAV: intelligence; DISSAV: wisdom; DISSAV: charisma; MAXHP: -0; Speed-0'] -> [UPDATED] [on Aarakocra]
What are MAXHP: -0 and Speed: -0 supposed to do?
rhagelstrom
August 6th, 2021, 22:50
I just installed it and it is saying this at level 4:
Effect ['EXHAUSTION: 4; Disadvantage on ability checks; Exhaustion; DISCHK: strength; DISCHK: dexterity; DISCHK: constitution; DISCHK: intelligence; DISCHK: wisdom; DISCHK: charisma; DISATK; DISSAV: strength; DISSAV: dexterity; DISSAV: constitution; DISSAV: intelligence; DISSAV: wisdom; DISSAV: charisma; MAXHP: -0; Speed-0'] -> [UPDATED] [on Aarakocra]
What are MAXHP: -0 and Speed: -0 supposed to do?
Functionally they do not do anything. Those values however should be 1/2 of the character's Max HP and 1/2 the character's speed. That they are 0 indicates some sort of issue maybe. If you send me the character sheet I can take a look.
webdove
August 6th, 2021, 23:03
It is an NPC so I don't have a character sheet. I do love all the other features though.
rhagelstrom
August 6th, 2021, 23:07
It is an NPC so I don't have a character sheet. I do love all the other features though.
Ah. It probably doesn't support calculating that for NPC. I could probably add that just to avoid confusion. Everything in the effect other than exhaustion level is pretty much just informational unless you have the Mad Nomad extension.
Zygmunt Molotch
August 8th, 2021, 11:57
I would love to have a feature like this in 3.5/pf, a decremental on long rest, yet increment stacking effect counter
(not exhaustion, per se, as thats already an effect, but say any... user defined string
slapped in face; ATK: -1; RESTL
which stack-counts to
slapped in face; ATK: -2; RESTL
and decrements on long rest to
slapped in face; ATK: -1; RESTL
or what ever)
is it possible to take a look, rhagelstrom? (I am aware not everyone plays/cares about 3.5/pf )
rhagelstrom
August 9th, 2021, 18:44
I would love to have a feature like this in 3.5/pf, a decremental on long rest, yet increment stacking effect counter
(not exhaustion, per se, as thats already an effect, but say any... user defined string
slapped in face; ATK: -1; RESTL
which stack-counts to
slapped in face; ATK: -2; RESTL
and decrements on long rest to
slapped in face; ATK: -1; RESTL
or what ever)
is it possible to take a look, rhagelstrom? (I am aware not everyone plays/cares about 3.5/pf )
This feature would be out of scope for the Exhausted extension. It maybe something that could be in better combat effects. I'll think about it.
eporrini
August 15th, 2021, 19:34
When I take a long rest it removes all levels of exhaustion applied to the character. I have both Exhausted and Better Combat Effects Loaded from the forge. Any ideas?
rhagelstrom
August 15th, 2021, 19:38
When I take a long rest it removes all levels of exhaustion applied to the character. I have both Exhausted and Better Combat Effects Loaded from the forge. Any ideas?
Sounds like you are using the RESTL tag in the exhaustion effect. Try it without that tag.
eporrini
August 22nd, 2021, 15:37
Sounds like you are using the RESTL tag in the exhaustion effect. Try it without that tag.
That fix worked. I am using both of your extensions and one of them ads a mod that includes some pre-made conditions, one of which is exhaustion that includes that tag by default. Any chance you can update the mod so that it's not included by default?
graphil
August 22nd, 2021, 16:29
Version Update. Fixed issue with individual long rest not decrementing exhaustion level. The max HP issue seems to be a conflict between a couple of other extensions. Looking into it.
*Deleted comment*
rhagelstrom
August 22nd, 2021, 21:04
That fix worked. I am using both of your extensions and one of them ads a mod that includes some pre-made conditions, one of which is exhaustion that includes that tag by default. Any chance you can update the mod so that it's not included by default?
I think I could do that. I'd probably just remove it all together. I recommend using the exhaustion that is now in the list of preset conditions.
eporrini
August 23rd, 2021, 04:43
I think I could do that. I'd probably just remove it all together. I recommend using the exhaustion that is now in the list of preset conditions.
I honestly didn't notice it had it had a preset, thank you for pointing that out. I will use it through the preset going forward.
amanwing
November 18th, 2021, 14:11
I have the button under effects but if I click on it a second time it justs gives me this: "cannot apply Exhaustion effect as the target already has this effect" can somone help?
rhagelstrom
November 18th, 2021, 15:12
I have the button under effects but if I click on it a second time it justs gives me this: "cannot apply Exhaustion effect as the target already has this effect" can somone help?
I'm going to guess you are also running the Generic Actions extension. Turn the setting Verify Cast Effect to off in that extension
amanwing
November 18th, 2021, 15:29
I'm going to guess you are also running the Generic Actions extension. Turn the setting Verify Cast Effect to off in that extension
wow thanks! Now it works.
rhagelstrom
November 24th, 2021, 22:01
Version update: 1.2
Added House rule: Add Exhaustion if heal from 0 HP
Default: off
Add a level of exhaustion to an actor that heals from zero hit points
rhagelstrom
November 28th, 2021, 19:12
Version Update: 1.3
Added Power parsing for exhaustion. The text "gain(s)/suffer(s) (N) level(s) of exhaustion" will auto parse in NPCs and spells.
Adds support for:
Sickening Radiance
Gingwatzim – Energy Drain action
Jade Tigress – Poison Dart action
Soul Monger – Wave of Weariness action
Sibriex – Warp Creature feature
Kalaraq Quori – Mind Seed feature
eporrini
December 2nd, 2021, 12:54
Version update: 1.2
Added House rule: Add Exhaustion if heal from 0 HP
Default: off
Add a level of exhaustion to an actor that heals from zero hit points
I use this house rule and I am loving this!!! Thank you so much!!
MrDDT
December 2nd, 2021, 17:59
Version update: 1.2
Added House rule: Add Exhaustion if heal from 0 HP
Default: off
Add a level of exhaustion to an actor that heals from zero hit points
AWESOME, this keeps getting better.
BushViper
December 8th, 2021, 12:46
Version update: 1.2
Added House rule: Add Exhaustion if heal from 0 HP
Default: off
Add a level of exhaustion to an actor that heals from zero hit points
I use this House Rule, so this is definitely awesome for me. However, at my table, it's two levels of exhaustion. I definitely don't want to look a gift horse in the mouth, but is it possible to add a feature that would allow us to choose how many levels of exhaustion is received in this scenario?
rhagelstrom
December 8th, 2021, 19:57
I use this House Rule, so this is definitely awesome for me. However, at my table, it's two levels of exhaustion. I definitely don't want to look a gift horse in the mouth, but is it possible to add a feature that would allow us to choose how many levels of exhaustion is received in this scenario?
You guys are brutal. I can add that, it isn't too hard to do.
rhagelstrom
December 10th, 2021, 02:29
Version Update: 1.4
House rule: Add Exhaustion if heal from 0 HP now you can specify how many levels of exhaustion to add
Parser support for Living Armor, Sibriex
I use this House Rule, so this is definitely awesome for me. However, at my table, it's two levels of exhaustion. I definitely don't want to look a gift horse in the mouth, but is it possible to add a feature that would allow us to choose how many levels of exhaustion is received in this scenario?
Lokklive
December 12th, 2021, 01:31
Trying to find the download for the extension, Any chance I can get a link? :)
rhagelstrom
December 12th, 2021, 02:10
Trying to find the download for the extension, Any chance I can get a link? :)
https://forge.fantasygrounds.com/shop/items/70/view
BushViper
December 12th, 2021, 03:07
Version Update: 1.4
House rule: Add Exhaustion if heal from 0 HP now you can specify how many levels of exhaustion to add
Parser support for Living Armor, Sibriex
Not only did you not have to do this, but you did it incredibly quickly. Thank you so much.
Ephidiel
December 18th, 2021, 12:22
Hello
can you add that an Exhaustion level is added on a failed death save
thats the house rule im using
rhagelstrom
January 12th, 2022, 23:26
Version Update 1.6
Fixed issue with new SW code to decrement exhaustion on Long Rest.
rhagelstrom
January 12th, 2022, 23:27
Hello
can you add that an Exhaustion level is added on a failed death save
thats the house rule im using
I've been super busy lately but I do look to give exhaustion some more love here soon.
BushViper
January 12th, 2022, 23:44
I've been super busy lately but I do look to give exhaustion some more love here soon.
I honestly couldn't ask for more than what you've already done.
I genuinely appreciate the work you put in to this extension as Exhaustion plays a significant role in my campaigns and I'm excited to see what you plan for the future.
MrDDT
January 13th, 2022, 02:25
Hello
can you add that an Exhaustion level is added on a failed death save
thats the house rule im using
Man you DMs are brutal! 1 level exhaustion per fail save? RIP. I love it.
@Rhagelstrom thanks for all your hard work, your EXTs are so awesome.
BushViper
January 13th, 2022, 03:53
Man you DMs are brutal! 1 level exhaustion per fail save? RIP. I love it.
@Rhagelstrom thanks for all your hard work, your EXTs are so awesome.
Indeed. Rhagelstrom implemented the feature that I asked for which allows DMs to change the number of Exhaustion levels a PC gets when knocked unconscious.
In my game, being knocked unconscious is an automatic 2 levels of Exhaustion and when an unconscious PC is revived the PC is incapacitated until the start of that character's next turn as they collect themselves after a near-death experience.
There isn't any of that whack-a-mole nonsense at my table. Getting knocked-out has real consequences and you can't just revive someone to have them immediately back in the fight. Reviving someone requires strategy because they are completely defenseless until the start of their next turn.
eporrini
May 18th, 2022, 17:21
I started noticing the auto-exhaustion was not being activated when a player was healed from zero HP. It works in test with just this extension loaded so I started to hunt for interactions with other extensions. What I have found is that when this is loaded along with Celestian's Advanced effects extension it no longer auto adds the exhaustion level after the heal. Both extensions seem to be working fine on their own. Not sure if this is something @Rhagelstrom can look at or if I need to ask Celestian to see if he can help. I heavily utilize both extensions.
rhagelstrom
May 18th, 2022, 17:31
I started noticing the auto-exhaustion was not being activated when a player was healed from zero HP. It works in test with just this extension loaded so I started to hunt for interactions with other extensions. What I have found is that when this is loaded along with Celestian's Advanced effects extension it no longer auto adds the exhaustion level after the heal. Both extensions seem to be working fine on their own. Not sure if this is something @Rhagelstrom can look at or if I need to ask Celestian to see if he can help. I heavily utilize both extensions.
I'll have a look. I run both those in my games and I had two characters in my Monday game auto gain a level of exhaustion when healed from 0 HP.
rhagelstrom
May 18th, 2022, 19:05
I tried this with Advanced Effects and Exhausted loaded. Healing from 0 HP gave me a level of exhaustion (with the house rule set to one). I can't reproduce so I'll need a more specific information on how to reproduce the behavior you are seeing
eporrini
May 19th, 2022, 14:10
I tried this with Advanced Effects and Exhausted loaded. Healing from 0 HP gave me a level of exhaustion (with the house rule set to one). I can't reproduce so I'll need a more specific information on how to reproduce the behavior you are seeing
I did some additional troubleshooting and I was able to track down more detail. The exhaustion is not applied when a combination of Advanced Effects, Better Combat Effects, and Exhausted are loaded at the same time. I tested this in a new "clean" campaign and was able to replicate the problem. It works if either Advanced Effects or Better Combat Effects is not loaded with Exhausted, and all extensions seem to be working otherwise.
eporrini
May 20th, 2022, 22:25
I did some additional troubleshooting and I was able to track down more detail. The exhaustion is not applied when a combination of Advanced Effects, Better Combat Effects, and Exhausted are loaded at the same time. I tested this in a new "clean" campaign and was able to replicate the problem. It works if either Advanced Effects or Better Combat Effects is not loaded with Exhausted, and all extensions seem to be working otherwise.
Just wanted to offer up that if this is fixed in your gold edition of better combat effects let me know, I am happy to purchase that extension. I don't really need the additional features at this time, but I use three of your extensions and I am happy to support!!
rhagelstrom
May 20th, 2022, 23:36
Just wanted to offer up that if this is fixed in your gold edition of better combat effects let me know, I am happy to purchase that extension. I don't really need the additional features at this time, but I use three of your extensions and I am happy to support!!
It appears a to be a conflict between the three extensions. The issue is with BCE which I have a fix for and will roll it out in the next few days after I finish up a few other things. Exhausted won't need an update.
BCEG is on sale right now btw
rhagelstrom
May 21st, 2022, 05:06
Just wanted to offer up that if this is fixed in your gold edition of better combat effects let me know, I am happy to purchase that extension. I don't really need the additional features at this time, but I use three of your extensions and I am happy to support!!
Fixed in BCE 2.45 / BCEG 3.12
Rixx
May 23rd, 2022, 07:14
The Max HP being set to -0 is still an issue btw.
rhagelstrom
August 6th, 2022, 19:11
Version Update: 1.7
Added: Support for NPCs gaining exhaustion with option weather it is used
Changed: Moved all extension option to their own group for ease of finding when many extensions are loaded
Changed: Cleaned up default effect string for no Mad Nomad support. Cleans up CT
Code Cleanup
Maintenance for ruleset change
Kind of hated to touch this since there hasn't been any reported issues in a while but I made some adjustments that clean some things up. Biggest is support for NPCs and defaulting the effect text to something cleaner than it was before. You can still get the boxes to color correctly with Mad Nomads extension if you up the verbosity of Exhausted however its not Exhausted responsibilty to be doing that and instead Char Sheet Effects display should know what the Exhaustion condition is, what the associated levels mean, and color itself appropriately.
MrDDT
August 6th, 2022, 20:03
Thanks.
BushViper
August 6th, 2022, 22:32
Version Update: 1.7
Added: Support for NPCs gaining exhaustion with option weather it is used
Changed: Moved all extension option to their own group for ease of finding when many extensions are loaded
Changed: Cleaned up default effect string for no Mad Nomad support. Cleans up CT
Code Cleanup
Maintenance for ruleset change
Kind of hated to touch this since there hasn't been any reported issues in a while but I made some adjustments that clean some things up. Biggest is support for NPCs and defaulting the effect text to something cleaner than it was before. You can still get the boxes to color correctly with Mad Nomads extension if you up the verbosity of Exhausted however its not Exhausted responsibilty to be doing that and instead Char Sheet Effects display should know what the Exhaustion condition is, what the associated levels mean, and color itself appropriately.
Awesome.
I genuinely love this extension as Exhaustion is a grossly underused mechanic, but I use it quite often to inject a bit more realism and challenge into my 5e games.
KiotaKahn
August 10th, 2022, 23:31
I am also getting "MAXHP: -0" at both 4 and 6 levels of exhaustion. (I'm assuming that at 6 it would be set to whatever their original max HP was.) Have removed all other extensions, loading only this one, and still get the same issue.
rhagelstrom
August 11th, 2022, 02:09
I am also getting "MAXHP: -0" at both 4 and 6 levels of exhaustion. (I'm assuming that at 6 it would be set to whatever their original max HP was.) Have removed all other extensions, loading only this one, and still get the same issue.
I'll take a look. I was going to support Constitutional Amendments and its adjusted HP with the last update and I completely forgot.
KiotaKahn
August 15th, 2022, 04:52
I'll take a look. I was going to support Constitutional Amendments and its adjusted HP with the last update and I completely forgot.
Seeing this, I added Constitutional Amendments to my load list, and all is working as expected.
Dax Doomslayer
August 19th, 2022, 20:02
Is there anyway to get a copy of the previous version of this extension? I inadvertently updated it without backing up the previous version and it's not working well with FGC. If not, no worries and thanks for this extension. I love it.
MrDDT
August 19th, 2022, 20:33
Trying to find the download for the extension, Any chance I can get a link? :)
Here is 1.6, let me know if this works for you.
Dax Doomslayer
August 19th, 2022, 20:43
Thanks MrDDT! I believe this is working as best I can tell. We don't play until Monday but I think I'm good from my tests. If not, I'll be back - lol. I appreciate this!
rhagelstrom
August 20th, 2022, 21:25
You can always get old or current code from my GitHub
https://github.com/rhagelstrom/Exhausted/blob/239c5598a5b5513514023804fd29c424f597b523/Exhausted.ext
ShadowedHand
September 12th, 2022, 03:45
I started noticing the auto-exhaustion was not being activated when a player was healed from zero HP. It works in test with just this extension loaded so I started to hunt for interactions with other extensions. What I have found is that when this is loaded along with Celestian's Advanced effects extension it no longer auto adds the exhaustion level after the heal. Both extensions seem to be working fine on their own. Not sure if this is something @Rhagelstrom can look at or if I need to ask Celestian to see if he can help. I heavily utilize both extensions.
Noticing this issue is back, kinda...
The exhaustion on heal effect works on NPCs, but not on player characters. :confused:
Played with multiple variants of the options, no change.
Here are the extensions I have loaded
54357
Any known conflicts?
rhagelstrom
September 12th, 2022, 17:56
Noticing this issue is back, kinda...
The exhaustion on heal effect works on NPCs, but not on player characters. :confused:
Played with multiple variants of the options, no change.
Here are the extensions I have loaded
54357
Any known conflicts?
There isn't any known conflicts. I'll take a look at what is going on as it is probably something on my end. Seems odd that it would conflict with Advanced Effects though.
dendarii
September 12th, 2022, 21:47
https://forge.fantasygrounds.com/shop/items/70/view
*Post I was replying to was deleted, I think.
ShadowedHand
September 15th, 2022, 14:35
There isn't any known conflicts. I'll take a look at what is going on as it is probably something on my end. Seems odd that it would conflict with Advanced Effects though.
So I ran a test campaign with nothing but the Exhausted extension running and got the same result.
PC healed from 0 - not working
NPC healed from 0 - working normally
rhagelstrom
September 17th, 2022, 20:00
Version Update 1.8
Fixed - PC not getting exhaustion on heal from 0
Removed - Verbose from NPCs
Removed - Faction as an option as faction isn't really a thing and just adds confusion
ShadowedHand
September 17th, 2022, 21:11
Version Update 1.8
Fixed - PC not getting exhaustion on heal from 0
Removed - Verbose from NPCs
Removed - Faction as an option as faction isn't really a thing and just adds confusion
Nice!
Confirmed, both working again.
Thanks rhagelstrom!
Sesa
October 5th, 2022, 16:19
Is there a chance we get a version with the current playtest exhaustion rules? So -1 to all d20 tests (checks, attacks, saves) and -1 to spell DCs?
rhagelstrom
October 5th, 2022, 16:32
Is there a chance we get a version with the current playtest exhaustion rules? So -1 to all d20 tests (checks, attacks, saves) and -1 to spell DCs?
Yes I can do that
MrDDT
October 5th, 2022, 17:07
EXHAUSTED [CONDITION]
While you are subjected to the Exhausted Condition (known in older books as Exhaustion), you experience the following effects: Levels of Exhaustion. This Condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10. d20 Rolls Affected. When you make a d20 Test, you subtract your exhaustion level from the d20 roll. Spell Save DCs Affected. Subtract your exhaustion level from the Spell save DC of any Spell you cast. Ending the Condition. Finishing a Long Rest removes 1 of your levels of exhaustion. When your exhaustion level reaches 0, you are no longer Exhausted.
For people that don't know. (I didn't know I had to look it up)
I love that D&D One is calling it the same name of your ext now :)
rhagelstrom
October 5th, 2022, 17:30
For people that don't know. (I didn't know I had to look it up)
I love that D&D One is calling it the same name of your ext now :)
Right but they seem to use exhaustion and exhausted interchangeably in the current write-up which adds slight confusion.
MrDDT
October 5th, 2022, 17:45
Right but they seem to use exhaustion and exhausted interchangeably in the current write-up which adds slight confusion.
Exhausted is a condition.
You get this condition anytime you have at least 1 level of exhaustion. Exhaustion goes to 10 levels. That make it more clear?
rhagelstrom
October 6th, 2022, 02:10
Version Update 1.9
Feature: Option to use One DnD playtest exhaustion/exhausted rules instead of 5E
Couple of things with this...
I also implemented the ranger feature "Tireless".
Will not make characters "Dead" at exhaustion level 11, you'll have to do that yourself. Doing that automatically is probably going to cause more problems than solve.
MrDDT
October 6th, 2022, 02:34
Version Update 1.9
Feature: Option to use One DnD playtest exhaustion/exhausted rules instead of 5E
Couple of things with this...
I also implemented the ranger feature "Tireless".
Will not make characters "Dead" at exhaustion level 11, you'll have to do that yourself. Doing that automatically is probably going to cause more problems than solve.
Wow that was fast. I will check it out.
rhagelstrom
October 25th, 2022, 23:46
Version Update: 1.10
Fixed: Playtest D&D One not working with SAVES - Better Combat Effects conflict - load ordering
0m0n
October 27th, 2022, 00:02
There appears to be a conflict between this extension and Kent McCullough' Automatic Shield Master. Having just this extension and shield master active causes the shield master to not add the +2 for shield on dex saves. No errors just fails to work.
https://www.dmsguild.com/product/314675/Fantasy-Grounds-Automatic-Shield-Master
Exhausted Enabled
54872
Exhausted Disabled
54873
rhagelstrom
October 27th, 2022, 02:28
There appears to be a conflict between this extension and Kent McCullough' Automatic Shield Master. Having just this extension and shield master active causes the shield master to not add the +2 for shield on dex saves. No errors just fails to work.
https://www.dmsguild.com/product/314675/Fantasy-Grounds-Automatic-Shield-Master
Exhausted Enabled
54872
Exhausted Disabled
54873
I looked at it quick and its Exhausted, dumb error on my part. I'll get a fix up tomorrow. Should fix anything save related that people are having issues with
0m0n
October 27th, 2022, 02:39
I looked at it quick and its Exhausted, dumb error on my part. I'll get a fix up tomorrow. Should fix anything save related that people are having issues with
Thanks. Much appreciated.
rhagelstrom
October 27th, 2022, 15:32
Version Update: v1.11
Fixed: Save mod not working with DnD one additions
0m0n
October 27th, 2022, 23:20
Thanks. Can confirm the update fixes the issue between exhausted and Automatic Shield Master.
ZelieDad
November 5th, 2022, 13:22
I've found an issue I believe with this extension. I'm using the One DnD rules, and additional house rules as to when to apply the condition. I noticed that my players are gaining a level of exhaustion when something like cure wounds is cast on them. That's not the correct behavior. I wouldn't expect any levels of exhaustion to be added or subtracted when I spell is cast on a PC with 0 hp.
For clarity, my house rules around exhaustion are, if you drop to 0 hit points, you gain a level of exhaustion, and if you fail a death saving throw, you gain a level of exhaustion.
MrDDT
November 5th, 2022, 14:43
I've found an issue I believe with this extension. I'm using the One DnD rules, and additional house rules as to when to apply the condition. I noticed that my players are gaining a level of exhaustion when something like cure wounds is cast on them. That's not the correct behavior. I wouldn't expect any levels of exhaustion to be added or subtracted when I spell is cast on a PC with 0 hp.
For clarity, my house rules around exhaustion are, if you drop to 0 hit points, you gain a level of exhaustion, and if you fail a death saving throw, you gain a level of exhaustion.
I'm not seeing this, are you talking about they are getting a level of exhaustion when they have any cure wounds cast on them? Or only when they go from 0hp and have cure wounds cast on them?
Also the level of exhaustion is added once they come back from being KO not while they are at 0hp.
ZelieDad
November 5th, 2022, 18:14
I'm not seeing this, are you talking about they are getting a level of exhaustion when they have any cure wounds cast on them? Or only when they go from 0hp and have cure wounds cast on them?
Also the level of exhaustion is added once they come back from being KO not while they are at 0hp.
When they go from 0hp to having cure wounds cast on them. I think that is the issue. I'm adding one exhaustion level when they go to 0hp, and I guess that's not the right time to add it.
I just tested this again. I dropped an PC to 0hp, they got the unconscious, and prone conditions added to them in the CT. I then cast cure wounds on them, and it removed the unconscious condition, added the appropriate amount of hp, and added the exhausted condition, but it had "Exhaustion; EXHAUSTION: OFF". This is the first time I'm seeing this with "OFF".
So, I guess at this point, I would change "OFF" to "1". That seems reasonable, but I would be nice if it added the condition at the same time that the unconscious and prone conditions were added, even if it just added the "OFF" level as a reminder.
rhagelstrom
November 6th, 2022, 22:28
When they go from 0hp to having cure wounds cast on them. I think that is the issue. I'm adding one exhaustion level when they go to 0hp, and I guess that's not the right time to add it.
I just tested this again. I dropped an PC to 0hp, they got the unconscious, and prone conditions added to them in the CT. I then cast cure wounds on them, and it removed the unconscious condition, added the appropriate amount of hp, and added the exhausted condition, but it had "Exhaustion; EXHAUSTION: OFF". This is the first time I'm seeing this with "OFF".
So, I guess at this point, I would change "OFF" to "1". That seems reasonable, but I would be nice if it added the condition at the same time that the unconscious and prone conditions were added, even if it just added the "OFF" level as a reminder.
One of the updates I adjusted the options from off to Off. Maybe try cycling that options and see if that resolves the issue? In the meantime I'll take a look but that is my best guess at this point.
rhagelstrom
November 10th, 2022, 01:15
When they go from 0hp to having cure wounds cast on them. I think that is the issue. I'm adding one exhaustion level when they go to 0hp, and I guess that's not the right time to add it.
I just tested this again. I dropped an PC to 0hp, they got the unconscious, and prone conditions added to them in the CT. I then cast cure wounds on them, and it removed the unconscious condition, added the appropriate amount of hp, and added the exhausted condition, but it had "Exhaustion; EXHAUSTION: OFF". This is the first time I'm seeing this with "OFF".
So, I guess at this point, I would change "OFF" to "1". That seems reasonable, but I would be nice if it added the condition at the same time that the unconscious and prone conditions were added, even if it just added the "OFF" level as a reminder.
Version Update: 1.12
Fixed - Exhausted: OFF was added on heal from dead when option is off and have had previous versions of Exhausted
Confirmed that cycling the options would fix it on the users end but this fix the user shouldn't have to do that.
rhagelstrom
November 25th, 2022, 17:32
Version Update: 1.13
Fixed: Forgot init for One D&D Roll20 check
Fixed: Decrement exhaustion on rest from character sheet
Code Cleanup
Fingersome
December 8th, 2022, 16:01
I think it could be useful to add an effect to prevent a long rest from decrementing exhaustion...?
rhagelstrom
December 10th, 2022, 06:26
I think it could be useful to add an effect to prevent a long rest from decrementing exhaustion...?
I could probably do that.
rhagelstrom
December 13th, 2022, 19:27
Version Update 1.14
Feature: Added STAYEXHAUST effect to which will prevent EXHAUSTION from being decremented on rest
WinterSoldier7
January 2nd, 2023, 16:41
Hey rhagelstrom, is it intentional that when using the One D&D rules for exhaustion rolls get a 'EXHAUSTED -1' in the chat, but the die roll isn't actually effected?
rhagelstrom
January 2nd, 2023, 21:04
Hey rhagelstrom, is it intentional that when using the One D&D rules for exhaustion rolls get a 'EXHAUSTED -1' in the chat, but the die roll isn't actually effected?
Negative is not intended I'll give it a look
rhagelstrom
February 19th, 2023, 21:38
Version Update: 1.15
Updated DB calls for how SW wants them with the incoming update
Added Luacheck for automated code analysis for errors/warning
Code Formatting
rhagelstrom
March 1st, 2023, 00:09
Version update 1.16
Fixed: Options formatting
Xerophilex
April 24th, 2023, 19:29
When I add the exhaustion condition, the duration is only set to one round and I have to manually change it. Is this the intended behavior? I have the variant onednd rule on by the way.
rhagelstrom
April 24th, 2023, 20:45
When I add the exhaustion condition, the duration is only set to one round and I have to manually change it. Is this the intended behavior? I have the variant onednd rule on by the way.
I can't reproduce this. Does this happen in a clean campaign with no other extensions?
Colopatiron
April 24th, 2023, 22:31
I have bceg enabled, and some other extensions. I will try and isolate which extension is conflicting with it.
rob2e
May 19th, 2023, 00:56
IMMUNE: Exhaustion isn't working. What am I doing wrong?
Zacchaeus
May 19th, 2023, 08:43
IMMUNE: Exhaustion isn't working. What am I doing wrong?
You can't be immune to exhaustion. It's the only condition that you can't be immune to. (this is a ruleset thing not a rule).
rhagelstrom
May 19th, 2023, 16:48
You can't be immune to exhaustion. It's the only condition that you can't be immune to. (this is a ruleset thing not a rule).
It should work in this case with this extension. I'll look into it. @rob2e
rob2e
May 19th, 2023, 18:11
ThanX!
rhagelstrom
May 20th, 2023, 15:53
Version update: 1.17
Fixed: exhaustion immunities were not working correctly
rob2e
May 20th, 2023, 17:03
ThanX!
MrDDT
May 20th, 2023, 18:52
Awesome thanks!
Arnagus
December 16th, 2023, 17:28
It might be a stupid question, but what is the right / foreseen method to reduce Exhaustion (e.g. through a potion) beside a long rest?
Adding "Exhaustion: -1" as an effect to the character? Anything I overlooked?
rhagelstrom
February 25th, 2024, 18:23
Version Update: 1.18
Fixed: Summing not working correctly
rhagelstrom
May 22nd, 2024, 04:33
Version Update: 1.19
Fixed: Issue not always returning from function correctly potentially causing problems elsewhere
rhagelstrom
September 17th, 2024, 17:47
Version Update: 2.0
2024 Ruleset
Removed One D&D playtest option
Supports Ranger Tireless feature
Lexi the Red
September 18th, 2024, 19:42
Is there any way to bring back the One D&D playtest option in some form or fashion? That's how I've been running exhaustion in my games for ages (even before the playtest), and having it automated has been great.
rhagelstrom
September 19th, 2024, 00:48
Is there any way to bring back the One D&D playtest option in some form or fashion? That's how I've been running exhaustion in my games for ages (even before the playtest), and having it automated has been great.
There is that. I'd recommend rolling back to v1.18 which you can get here https://github.com/rhagelstrom/Exhausted/releases/tag/untagged-3a28b080d14c99b1b460
BlueLeyez
September 19th, 2024, 02:10
Is there any way to bring back the One D&D playtest option in some form or fashion? That's how I've been running exhaustion in my games for ages (even before the playtest), and having it automated has been great.
I second this. Is there anyway to keep the Playtest option whilst still available & compatible with the new 2024 rules please? I’m about to run a new campaign and had planned on using this extension to use -1 exhaustion condition heavily… but now with the -2 to all rolls per exhaustion the new mechanic seems a bit extreme for for the campaign I had planned.
eporrini
September 22nd, 2024, 23:15
Why would you not leave in place both 5e and 2024 5e options? I am not planning on switching over to 2024 rules right away (if ever). Can we have a toggle for Legacy/2024?
Also, the link shared in post #114 is not accessible.
BaneTBC
September 22nd, 2024, 23:31
It doesn't take much effort to just move up to the releases portion of the URL and then get the version number: https://github.com/rhagelstrom/Exhausted/releases/tag/v1.18
Also, you have two different asks there. The One D&D Playtest rules were not the 2014 rules, so you're potentially asking for 3 different sets of rules (and this is where you start to lose the folks supporting the addons).
rhagelstrom
September 26th, 2024, 03:09
Version Update 2.1:
House Rule: House Rule: Exhaustion is -1 to d20 roll, will override Legacy and 2024 rules
rocketvaultgames
September 26th, 2024, 22:07
Version Update 2.1:
House Rule: House Rule: Exhaustion is -1 to d20 roll, will override Legacy and 2024 rules
Thank you so much for this (and all you do). While I'm not opposed to the 2024 implementation, I can't just drop that on these exhausted PCs in the middle of a campaign...
BlueLeyez
September 27th, 2024, 01:45
Version Update 2.1:
House Rule: House Rule: Exhaustion is -1 to d20 roll, will override Legacy and 2024 rules
Thank you so much for putting in the work to accommodate us who were using your previous versions!
Nalistar
October 13th, 2024, 23:45
Hi,
Would it be possible to add the 2024 version of the Exhaustion rules as an option? I kinda like the new rules, but I don't wanna switch anything else to the 2024 version (yet).
I see there's an option for the playtest version of the rules, but that's less severe than the PHB one.
rhagelstrom
October 15th, 2024, 07:27
yes I can look at it. It's not a huge change. Im generally not a fan of options because 95% of the time people dont' know what they do unless you go read up on and then maybe you still don't know what they do. That is my biggest concern, can I add it without adding something. That said and most of these are house rules, maybe not big deal as they are labeled as such.
Nalistar
October 16th, 2024, 02:10
yes I can look at it. It's not a huge change. Im generally not a fan of options because 95% of the time people dont' know what they do unless you go read up on and then maybe you still don't know what they do. That is my biggest concern, can I add it without adding something. That said and most of these are house rules, maybe not big deal as they are labeled as such.
It would be great if you could. As you pointed out, these are just house rules, so as long as they are labeled, I don't think people can get too confused.
It would also help those who want to start incorporate some aspects of the new edition without fully transitioning to the new rules (I for one, will be waiting until the Monster Manual comes out).
rhagelstrom
October 26th, 2024, 22:31
Version Update: v2.2
* Changed: House Rule Minus to d20 to support the option of a multiplier of one, two, or three
* Updated: Icon
* Changed: License
Note: If you used the One DND house rule for minus to d20 rolls, this update probably breaks it and you'll have to cycle it to 1 to get it back to how you had it.
rocketvaultgames
October 29th, 2024, 04:49
I've been using the -1 to d20 tests for some time now and loving it.
It appears that with the update the -1 (or -2 or -3) doesn't work in conjunction with grapple checks through Generic Actions. To the best of my knowledge this did work previously. It simply doesn't apply the penalty now.
Thank you for all you do with all of these extensions! I would not be using FG without them.
rhagelstrom
October 29th, 2024, 13:39
This never worked as GA constructs its own custom roll. I can add it to the list of things to look at.
rhagelstrom
October 29th, 2024, 14:40
Version Update: v2.3
Support for Generic Actions
rocketvaultgames
October 29th, 2024, 15:29
Amazing. Thank you!
rocketvaultgames
October 31st, 2024, 17:12
It appears that (with only Exhausted v2.3 loaded) FG is picking up each instance of Exhaustion twice when rolling a skill check from the PC sheet:
62495
I tried cycling through all of the options to no avail.
This doesn't happen when a saving throw is dropped on the PC from an NPC CT entry or if the PC makes an attack roll.
rhagelstrom
November 1st, 2024, 23:16
Pushed a fix for this
rocketvaultgames
November 1st, 2024, 23:33
Perfect. Thanks much!
rhagelstrom
November 5th, 2024, 14:00
Version Update: 2.5
Fixed: Combination of cycling options may cause script error
rhagelstrom
December 7th, 2024, 17:03
Version Update: v2.6
Feature: House Rule Affect Spell Save DC for d20 roll
Fixed: Spell Save DC d20 roll affected by exhaustion
rocketvaultgames
January 14th, 2025, 05:01
Everything seems to work great with EXHAUSTION as -1 to d20 tests... except the initiative seems to double-count it:
EXHAUSTION: n gives [EXHAUSTION:n][EXHAUSTION:n] on initiative rolls.
63217
Actually, this seems to be the case regardless of the setting for "House Rule: Exhaustion is -1 to d20 roll"; It picks up 2 instances of whatever it is set to.
Ludd_G
March 10th, 2025, 15:43
Hi,
with just this extension on (v2.6) I'm not getting any exhaustion effects to work. I'm not sure when this started happening.
Any thoughts?
Cheers,
Simon
MrDDT
March 10th, 2025, 20:27
Hi,
with just this extension on (v2.6) I'm not getting any exhaustion effects to work. I'm not sure when this started happening.
Any thoughts?
Cheers,
Simon
It's working for me with no other exts loaded.
I think the VERBOSE is not showing but the checks/saves should be working correctly based on your settings. Are you trying to do the 2014 rules or 2024?
Ludd_G
March 10th, 2025, 21:07
It's with 2014 rules. I've tried 2 different campaigns as the first one I noticed the issue in had a couple of newer extensions just added, so to eliminate that i tested an older ongoing campaign that i haven't tweaked the ext loadout for and they both suffer the same problem.
One thing that caught my eye is that the new campaign has started throwing this error on load:
[3/10/2025 7:40:20 PM] [ERROR] Script execution error: [string "CoreRPG:..gn/scripts/masterindex_window.lua"]:406: attempt to index field 'subwindow' (a nil value)
but I think that is one of the newly instated exts as the other campign doesn't throw this rror, but Exhaustion still is having no effect, no matter the settings in options.
Cheers,
Simon
MrDDT
March 10th, 2025, 21:11
It's with 2014 rules. I've tried 2 different campaigns as the first one I noticed the issue in had a couple of newer extensions just added, so to eliminate that i tested an older ongoing campaign that i haven't tweaked the ext loadout for and they both suffer the same problem.
One thing that caught my eye is that the new campaign has started throwing this error on load:
[3/10/2025 7:40:20 PM] [ERROR] Script execution error: [string "CoreRPG:..gn/scripts/masterindex_window.lua"]:406: attempt to index field 'subwindow' (a nil value)
but I think that is one of the newly instated exts as the other campign doesn't throw this rror, but Exhaustion still is having no effect, no matter the settings in options.
Cheers,
Simon
Try cycling all the settings in EXHAUSTED in the options. See if that works.
Ludd_G
March 10th, 2025, 21:16
Yeah, tried that, nothing. It's very strange.
Ludd_G
March 10th, 2025, 21:21
Oh, and sometimes as I increased the Exhausted level it would start saying Exhausted 6 or even 8 in the chat output for actual exhaustion levels of 3 or 4 (it's a bit random) but still not do anything.
Ludd_G
March 10th, 2025, 21:24
In a bit i'll try disabling Exhaustion, do an FG update then re-enable and do another FG update in case my download of the extension has got corrupted.
MrDDT
March 10th, 2025, 21:54
Try a new campaign to see if it’s working in that first.
Ludd_G
March 10th, 2025, 22:50
Ok, so i tried a new 5e campaign, just Exhaustion loaded. I imported PCs from the 5e tutorial campaign as I thought they'd be the most straight forward builds and unfortunately it's still not working, but other effects work, such a Prone giving disadvantage on attack rolls.
ARGGHHHHHH!
Simon
MrDDT
March 11th, 2025, 00:51
Ok, so i tried a new 5e campaign, just Exhaustion loaded. I imported PCs from the 5e tutorial campaign as I thought they'd be the most straight forward builds and unfortunately it's still not working, but other effects work, such a Prone giving disadvantage on attack rolls.
ARGGHHHHHH!
Simon
Can you send me your campaign? I know you are saying you are using a new campaign with imported PCs from the tutorial. Did you change any settings?
Are you using legacy 2014 rules or 2024? If you want exhaustion to work for 2014. You need to set the option to "Game: Rules Version Legacy" in options of FGVTT under game settings.
To see the verbose, you need to make sure that setting is set in the Exhausted options "CT: Verbose Exhaustion"
If you still can't get it to work, give me the campaign file and I will see if it's happening to me.
rhagelstrom
March 11th, 2025, 03:29
I’ll take a look at this sometime this week. I know it’s been said but if you haven’t tried cycling the options cyclers.
Ludd_G
March 11th, 2025, 13:56
Can you send me your campaign? I know you are saying you are using a new campaign with imported PCs from the tutorial. Did you change any settings?
Are you using legacy 2014 rules or 2024? If you want exhaustion to work for 2014. You need to set the option to "Game: Rules Version Legacy" in options of FGVTT under game settings.
To see the verbose, you need to make sure that setting is set in the Exhausted options "CT: Verbose Exhaustion"
If you still can't get it to work, give me the campaign file and I will see if it's happening to me.
Morning,
Yeah, I tried flipping through the Exhaustion options, didn't help unfortunately. So, here is the test campaign, set for Legacy, with just Exhaustion loaded. Just a heads up I've been using this extension for a long time without issue, and this started to happen out of the blue.
Thank you all for all your help, it's much appreciated.
(hopefully I've just done something stupid which I can easily remedy)
Cheers,
Simon
MrDDT
March 11th, 2025, 21:41
Morning,
Yeah, I tried flipping through the Exhaustion options, didn't help unfortunately. So, here is the test campaign, set for Legacy, with just Exhaustion loaded. Just a heads up I've been using this extension for a long time without issue, and this started to happen out of the blue.
Thank you all for all your help, it's much appreciated.
(hopefully I've just done something stupid which I can easily remedy)
Cheers,
Simon
So I used this campaign and it didn't work right out of the box, so I cycled through the options and then it worked.
Make sure to toggle:
"Game rules version: legacy"
"House Rule: Exhaustion is -1 to d20 roll: off"
By toggle I mean, set them to something else, then back to what you want.
Ludd_G
March 12th, 2025, 17:27
Hi,
so, even though I honestly had tried cycling through all the options previously to no avail, I decided, as per your mentioning it above, to just try cycling: "House Rule: Exhaustion is -1 to d20 roll: off" without messing with anything else and it seems to be the problem/solution, at least as far as I can tell. And, with a bit of testing, the fix seems to stick on relaunch, which is good!
Thank for helping me track down a work around, and hopefully this info will help in getting a real fix sorted.
Thank you loads for you time and patience.
Cheers,
Simon
rhagelstrom
March 12th, 2025, 17:40
Hi,
so, even though I honestly had tried cycling through all the options previously to no avail, I decided, as per your mentioning it above, to just try cycling: "House Rule: Exhaustion is -1 to d20 roll: off" without messing with anything else and it seems to be the problem/solution, at least as far as I can tell. And, with a bit of testing, the fix seems to stick on relaunch, which is good!
Thank for helping me track down a work around, and hopefully this info will help in getting a real fix sorted.
Thank you loads for you time and patience.
Cheers,
Simon
Found an error so I'll push an update when finished testing
Ludd_G
March 12th, 2025, 17:44
Found an error so I'll push an update when finished testing
Thank you
rhagelstrom
March 12th, 2025, 23:16
Version Update: v2.7
Fixed: Options not working for 20 rolls sometimes depending
Removed verbose option (Walk this way handles SPEED, Life Ledger handles HP and Char Effects Display can handle the rest if it wants to)
Ludd_G
March 13th, 2025, 11:27
Hi,
just got down to test v2.7 and unfortunately it isn't adding any level of exhaustion after Healing from '0'HP. This is in both an on going campaign (with many other extensions) and a newly created 5e campaign with just this extension using pre-made PCs from the Tutorial Campaign. I've tried cycling through the options but nothing so far.
Also I just tried manually adding the Exhaustion condition from the effects panel and it refuses to be added to the PC (all other conditions add as expected).
Cheers (and sorry),
Simon
rhagelstrom
March 13th, 2025, 13:19
Hi,
just got down to test v2.7 and unfortunately it isn't adding any level of exhaustion after Healing from '0'HP. This is in both an on going campaign (with many other extensions) and a newly created 5e campaign with just this extension using pre-made PCs from the Tutorial Campaign. I've tried cycling through the options but nothing so far.
Also I just tried manually adding the Exhaustion condition from the effects panel and it refuses to be added to the PC (all other conditions add as expected).
Cheers (and sorry),
Simon
push a fix. missed that one
Ludd_G
March 13th, 2025, 13:59
push a fix. missed that one
All seem to be working now. Thank you!
Cheers,
Simon
rocketvaultgames
March 13th, 2025, 15:38
I'm still seeing Exhaustion get double-counted for Initiative rolls only (PCs and NPCs from Character Sheets):
63773
Additionally (and much less important, and not really your responsibility):
Exhaustion doesn't get picked up at all on Initiative rolls for NPCs by Right Click - Radial Menu - Roll Individual Initiative (via Critically Awesome Essentials extension).
rhagelstrom
March 13th, 2025, 16:09
I'm still seeing Exhaustion get double-counted for Initiative rolls only (PCs and NPCs from Character Sheets):
63773
Additionally (and much less important, and not really your responsibility):
Exhaustion doesn't get picked up at all on Initiative rolls for NPCs by Right Click - Radial Menu - Roll Individual Initiative (via Critically Awesome Essentials extension).
ffs. Pushed a fix for the first, I can't do anything about the second. That's be an issue with CAE
rocketvaultgames
March 13th, 2025, 18:57
ffs. Pushed a fix for the first, I can't do anything about the second. That's be an issue with CAE
Perfect. Thanks much!
Bobs
March 23rd, 2025, 14:17
Hi everyone,
I don't know how to make immunity to exhaustion work. I tried, and I still can put exhaustion on Skeletons.
Also, I don't know how to make the Tireless feature (Ranger) work.
rhagelstrom
March 23rd, 2025, 18:31
Hi everyone,
I don't know how to make immunity to exhaustion work. I tried, and I still can put exhaustion on Skeletons.
Also, I don't know how to make the Tireless feature (Ranger) work.
Immunity works the same as immunity to any other condition. Of Course if you type it directly into the ct it will let you.
Tireless.
Use 2024 rules, Ranger and have the Feature Tireless
eporrini
May 5th, 2025, 21:11
I am seeing an issue between this extension and 5e auras. I do not know where the issue would be manifested or fixed, so I am starting here. I am playing legacy 5e (2014 rules) exhaustion rules. When a character reaches level 4 exhaustion specifically, it half's their HP. When a character is at level 4 and comes into contact with a PC that has an aura, their HP resets to the max of their 1/2 HP status.
To clarify, Character A has 90 HP and is at Ex level 4 and is capped at 45 hp. The are damaged, so their HP are 20. If they come into contact with an "aura" from another PC (not HP related at all) they are immediately reset to 45 HP every time.
demadog
November 6th, 2025, 04:16
Hi rhagelstrom and all, thanks for this extension its working well for our group. However, would it be possible to add an option to recover an exhaustion level for each short rest?
MrDDT
November 6th, 2025, 08:33
Hi rhagelstrom and all, thanks for this extension its working well for our group. However, would it be possible to add an option to recover an exhaustion level for each short rest?
It is possible to do and we can add it to the request list of features. However, at this time the author is away on business, and we are only maintaining the exts right now.
demadog
November 13th, 2025, 21:38
Awesome, thanks for reply and consideration!
MaMe
February 13th, 2026, 11:13
I was trying this extension but it seem it doesn't properly to me.
The house rule for getting exhaustion levels after getting revived is on, set to one, but doesn't work.
The exhaustion levels do not apply their intended effects, besides being a cosmetic tag onto the token.
Reading through, I don't think this is intended so I'm unsure how to proceed.
Note. Using it on 5e and with another extension active, life ledger for HP bars.
nephranka
February 13th, 2026, 11:40
I don't believe the -1,-2, etc is working currently.
MaMe
February 13th, 2026, 12:16
I don't believe the -1,-2, etc is working currently.
You mean the house rules for maluses on rolls?
I am not using that tho, I was specifically talking about the one that increses the exhaustion when a downed creature gets stabilized.
Hence my question. What is it currently working?
Because the only part of the extension I'm able to use is related to icons.
(Like when attacking, and the hit/miss/crit icon appears over the token - that art works)
But my issue is nothing about exhaustion works. Literally nothing...
No automations with the correct level (disadvantege on rolls, halved max HPs, etc.) nor the levels of exhaustion decrease after long rests. Literally nothing, it's like exhaustion is only a cosmetic custom icon - like those anyone can make.
Is this intended?
nephranka
February 13th, 2026, 12:34
I think the whole thing might be broken.
MaMe
February 13th, 2026, 12:35
I think the whole thing might be broken.
Understood, thank you for your reply.
Is there anything akin you may suggest me?
nephranka
February 13th, 2026, 20:25
Assuming 2024 5e rules.
You can use Walk this way ext to pick up speed changes. You could add the following custom effects to your list (will need BCE).
Exhaustion: 1; SAVE: -2; ATK: -2; CHK: -2; STACK
No duration
Each add will give you the correct mods and speed reduction. You will need to manually remove one each long rest and kill the target at 6.
Farratto
February 14th, 2026, 11:49
If you're using RAW rules, you dont need an extension at all anymore. The ruleset handles 2014 and 2024 exhaustion rules now.
nephranka
February 14th, 2026, 13:49
That is true. I was trying to give them a solution to replace the functionality of the ext. Replacing the -2 with what every number you wanted.
eporrini
March 22nd, 2026, 21:09
I use the house rule of adding a level of exhaustion when a player goes unconscious with this extension using 2014 rules. Once a character gets to exhaustion 4 (1/2 HP max) the extension bugs out and constantly heals the character back to their max 1/2 HP. Can this be looked into?
MaMe
March 26th, 2026, 11:33
If you're using RAW rules, you dont need an extension at all anymore. The ruleset handles 2014 and 2024 exhaustion rules now.
Oh, really? I haven't been able to figure out how, can you please tell me how this works?
I'm using Legacy btw
nephranka
March 26th, 2026, 19:25
Oh, really? I haven't been able to figure out how, can you please tell me how this works?
I'm using Legacy btw
From the WIKI (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996642031/5E+Effects+for+Advanced+Automation):
Exhaustion
It's worth mentioning exhaustion here as it is a condition but not one that appears on the effects UI. It can only be applied via the actions tab (or by creating a custom effect in the effects UI). The syntax is EXHAUSTION: x where x represents a number (no dice strings allowed). A character can have more than one EXHAUSTION effect on them and if they do the numbers are accumulated; hence if a character has EXHAUSTION: 1 and EXHAUSTION: 2 effects then Fantasy Grounds will treat that as EXHAUSTION: 3
In the legacy rules on a value of 1 or 2 EXHAUSTION will apply DISCHK and on a value of 3+ it will apply DISCHK, DISATK, and DISSAV. In the 2024 rules EXHAUSTION applies a cumulative -2 penalty to d20 rolls per level. Thus, if you have exhaustion 3 all d20 rolls will be made with a -6 penalty.
No other effects are applied automatically either for the legacy rules or the 2024 rules (for example speed is not reduced, nor are max hit points reduced).
Moon Wizard
May 6th, 2026, 17:04
In progress working on a fix for this one to work with the newest CoreRPG updates.
Regards,
JPG
xWhiteGodx
May 18th, 2026, 00:58
Has there been an update to this yet? It's still completely broken as of today (I'm on Legacy). The Exhaustion mechanic works for 4-5, but doesn't seem to work at all for 1-2.
Zacchaeus
May 18th, 2026, 10:43
Has there been an update to this yet? It's still completely broken as of today (I'm on Legacy). The Exhaustion mechanic works for 4-5, but doesn't seem to work at all for 1-2.
This is working for me without any extension. On a 1-2 the character gets disadvantage to checks, and on a 3+ they get disadvantage to checks, attacks, and saves. Anything higher than 4 isn't implemented in the base ruleset and I guess this is why your still using this extension?
xWhiteGodx
May 19th, 2026, 22:37
This is working for me without any extension. On a 1-2 the character gets disadvantage to checks, and on a 3+ they get disadvantage to checks, attacks, and saves. Anything higher than 4 isn't implemented in the base ruleset and I guess this is why your still using this extension?
I turned off all relevant extensions and it doesn't work for Exhaustion 1-3 for my campaign after updating to the most recent update (previously it worked when I was using the update from ~2 months ago). Of course, it also doesn't work with the extension, however, on Exhaustion 4-5 with this extension it does apply the half-hp and drops to 0 on 6. And yes, this is one reason why I was still using this, as it also had (broken with the current update) allowed a rule to apply exhaustion on heal from 0, which also doesn't work.
Is there a way to get an older version restored locally? This is a rather pertinent extension in my campaign due to the realism rules we run, and considering the author hasn't updated this in over a year, I'd like to keep it working for as long as possible (The only reason I updated was because I bought some of the dice packs no less lmao).
Zacchaeus
May 19th, 2026, 22:46
Does exhaustion work in a new campaign without extensions? You can now apply exhaustion from the effects dialog now by the way.
There’s also some further support for exhaustion in the latest release https://www.fantasygrounds.com/filelibrary/patchnotes_ruleset.html
xWhiteGodx
May 19th, 2026, 23:42
Does exhaustion work in a new campaign without extensions? You can now apply exhaustion from the effects dialog now by the way.
There’s also some further support for exhaustion in the latest release https://www.fantasygrounds.com/filelibrary/patchnotes_ruleset.html
The new exhaustion effects only seem to work on the 2024 ruleset. We are on Legacy. Exhaustion 3 for DIS on attacks works on the old set, but it does not work for ability/skill checks on Legacy. Still checking other things currently.
Edit: It seems switching to legacy broke the effect entirely? I'm genuinely confused at this point, as now even after restarting several times, the only time any DIS is applied is when it's legacy and with E: 3. I'm doing this on a new campaign, of course.
Edit 2: Creating 2 PCs under the legacy system, Exhaustion does not apply properly to skill rolls on PCs. It *does* work on NPCs. Exhaustion does give DISATK on both PCs and NPCs on level 3, but that aside, nothing.
Edit 3: Exhaustion on the Legacy system *DOES* work, but only when directly doing an ABILITY check - it does not work when rolling a skill.
Moon Wizard
May 20th, 2026, 01:32
Just pushed a fix for skill/initiative rolls not applying Exhaustion DIS in Legacy game mode. Please run a new Check for Updates.
Regards,
JPG
xWhiteGodx
May 20th, 2026, 02:17
Just pushed a fix for skill/initiative rolls not applying Exhaustion DIS in Legacy game mode. Please run a new Check for Updates.
Regards,
JPG
Absolutely peak response time! I appreciate the quick turnaround. Will there be any plans to implement the 50% max hp Reduction on Exhaust 4, or to drop max hp to 0 on 6? That's now the only reason this particular extension will stay on for now since you guys implemented all the other aspects of it. If not, that's cool too. I'm glad it's finally more fleshed out than it was previously.
Moon Wizard
May 20th, 2026, 02:28
That extension is retired. I'd be surprised if it didn't cause errors. No plans to implement Max HP part; but I am looking at helping fix another one that does called Life Ledger.
Regards,
JPG
graphil
May 20th, 2026, 11:10
Thanks Moon Wizard that would really be appreciated if you can get life ledger up and running again.
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