View Full Version : Trying out first time....
Morfedel
June 18th, 2023, 05:22
So tried out PF2e on FGU for the first time, using the beginner's box, and I had a couple questions, might have more in a bit:
1. Criticals were rolling extra dice, like 5e does; I realize that pf2e DOES have that as an optional rule, but standard its supposed to just double the damage. I assumed it was a setting under options, but either it isn't there or, and this is likely, I somehow just missed it?
2. I'm not understanding how to roll the heal spells for divine font on the cleric. I mean, I got it to roll, but I didnt see any slots it was burning to do it anywhere, wasnt sure how to mark the slots as used and cast.
3. When someone drops into the dying state, shouldnt the system be giving it auto dying 1 status? And what about giving someone wounded 1 when they recover? I imagine that has to be done manually, but I figured the system would mark their dying state when they dropped AND mark them as prone, which the 5e rules set does.
If I run into any other problems, will ask as I move along. And thanks in the meantime!
Trenloe
June 18th, 2023, 09:12
Good to see you giving PF2 a try.
1) The way the ruleset code asynchronously handles the damage dice, modifiers, resistances, weaknesses and vulnerabilities make it an incredibly complex process to change. It may sound simple, but believe me it's not. And, the roll all the dice is also perfectly valid. If you read the entry in the Core Rules, rolling a few dice and doubling appears to be a design decision to speed game play - less dice, less adding up, less trying to find all the right dice you need, etc. which isn't an issue with Fantasy Grounds.
2) Click the checkbox to the left of the spell name. This is available in Standard or Combat mode:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=57817
3) Handle dying/wounded manually. Automation around this will come in a future release.
Morfedel
June 18th, 2023, 14:34
That is so weird. i couldnt find the spell until I clicked the Expand All button. NOW I see it. And I use this system for 5e all the time, not sure why I'm having this problem. The spell classes format seems a lot more detailed, and somehow I just missed this.
BTW, side note, I think there is a tiny error in the Beginner's Box set up. The fighter has several abilities associated with a shield, but he didn't have a shield in his inventory. I discovered this when I clicked the Raise Shield button and his AC didn't change. I added in a shield and it worked, but it seems to me that from the Beginner's box he SHOULD be starting with a shield?
Trenloe
June 18th, 2023, 15:33
BTW, side note, I think there is a tiny error in the Beginner's Box set up. The fighter has several abilities associated with a shield, but he didn't have a shield in his inventory. I discovered this when I clicked the Raise Shield button and his AC didn't change. I added in a shield and it worked, but it seems to me that from the Beginner's box he SHOULD be starting with a shield?
That appears to be an error in the pregens as provided by Paizo. We'll get that updated in the next Beginner Box release. Thanks for bringing that to our attention.
Trenloe
June 20th, 2023, 18:28
BTW, side note, I think there is a tiny error in the Beginner's Box set up. The fighter has several abilities associated with a shield, but he didn't have a shield in his inventory. I discovered this when I clicked the Raise Shield button and his AC didn't change. I added in a shield and it worked, but it seems to me that from the Beginner's box he SHOULD be starting with a shield?
The Valeros pregen should now have a shield - you'll need to reload the pregen from the pregen module. Thanks for letting us know about the issue.
https://www.fantasygrounds.com/forums/showthread.php?78236-Release-Updates-for-June-20th-2023
Graylight
June 30th, 2023, 12:09
Heyo. Another GM dipping their toes into PF2 here.
I was curious if there was a way to temporarily or provisionally lock player character proficiencies to their currently-selected values? Either from the player's side, or via the GM's interface? The reason being that I would normally encourage my players to get well-acquainted with their character sheets, and the general functionality of such. "Push all the buttons! It's the only way you'll learn!"
However, I can easily see that random clicking could yield profound headaches when it comes to proficiency levels. Mainly with higher-level characters. The process of auditing a PC sheet in PF2 seems a helluva lot more GM-friendly than in other RPGs I have previously run... But the idea that I might have to do a full audit of a PC's various skill increases (and/or feat-based proficiency boosts) every time someone (be it me, or the player) miss-clicks on the Skills or Combat tabs of a character sheet... Yeeeah, that's already making me feel just a little anxious. :(
I don't know about anyone else, but I can't seem to go more than a single session without one of my players saying "Oops, I closed the map! Little help, please?". But maybe my group is just clumsy that way. I don't know. But as a result I'm wary of the potential for these little accidents.
Farnaby
June 30th, 2023, 14:36
Well I can reply to the map problem.
I tell my players when I share a map to click-drag the little red icon in the top left of the map window to a hotkey on the bottom.
That way they just have to hit the F-x button to open up the map again.
Farnaby
June 30th, 2023, 14:42
Also a thought if everyone is new is that you let them create a level one character and then in the characters window drag that character to a blank spot and it will create a copy.
Let them open the copy and play around with that.
58021
In this example I dragged Teacup to make a copy.
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