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Stv
June 25th, 2023, 09:21
Here's a small extension that allows skills checks to have a minimum outcome. This functionality was requested a long time ago in my reliable talent extension but I thought a stand-alone version would be better.

It's available on the forge here (https://forge.fantasygrounds.com/shop/items/1247/view) .

As ever, if you try it let me know if there are any issues.

Cheers, Steve.

Stv
July 3rd, 2023, 18:58
Just pushed a new build to The Forge.
Skill values can now have a floor for the die roll AND/OR a floor the the total roll value by using :

SKILLROLLFLOOR and SKILLMINVAL respectively.

Cheers, Steve.

Fingersome
September 3rd, 2023, 05:29
The SKILLMINVALUE pumps a bunch of gibberish into the chat for me, in addition to changing the roll...58741

Stv
September 3rd, 2023, 09:15
Seems I left a debug line in the code for that one :P
I've pushed a new build to The Forge to fix it, just waiting on it being approved.

Cheers, Steve.

*Edit*
New build now live, let me know if you have any issues.

Fingersome
September 5th, 2023, 08:30
I also noticed, there is a conflict with StealthTracker by JustinFreitas.

That extension adds an effect whenever you make a Stealth check in combat, that keeps track of what was rolled. It then expunges the effect when you make an attack roll.
Its that last part that brings it into conflict with this extension, because they are written as 'Stealth: 10' and (for example) 'SKILLFLOOR: Stealth: 10'.

I noticed this because I had this one to manage Reliable Talent for one of the rogues on my tables, and it kept getting removed whenever the rogue attacked, which puzzled me until I realized what was going on.

Stv
September 5th, 2023, 19:39
I'll look into it when I get a chance, although it may be a good idea to notify JustinFreitas also, as the fix may need to be done on their end.
But for the record, my 'reliable talent' (https://forge.fantasygrounds.com/shop/items/47/view) extenson may be of use to you :)

Cheers, Steve.

Stv
September 5th, 2023, 22:31
I've had a quick look into this, and I'm not seeing the behaviour you're reporting :S
Also, 'SKILLROLLFLOOR' is not used, 'SKILLFLOOR' is used instead... that's my fault for not properly updating the forge instruction page, which I'll fix shortly.

Cheers, Steve.

JustinFreitas
September 5th, 2023, 22:41
I’ll look at StealthTracker and make sure my match pattern for detecting that Stealth effect is as exact/correct as possible. Thanks for the heads up.

Nalistar
September 24th, 2024, 17:57
Hi, if it's not too complicated, would it be possible to also add a "Skill maximum value" and a "Skill fixed value" to the features of this extension?

Thanks!

Stv
September 25th, 2024, 18:17
Tbh, I was going to retire this extension as 'reliable rolls' have been implemented in the core FG program. Let me think on it a bit. :)

Cheers, Steve.

Nalistar
September 25th, 2024, 23:22
I can only say "please don't" I guess :)

I use it all the time and I asked for those extra feature to use it even more lol

Stv
October 2nd, 2024, 20:37
I may get a chance to look into this this week (no promises). I'm assuming with the "Skill maximum value" and a "Skill fixed value" you want to cap or lock a skill at a particular value?

Nalistar
October 3rd, 2024, 01:01
That would be great.

Yeah, by "Skill maximum value" I basically mean the opposite of what "SKILLMINVAL" does (so SKILLMAXVAL I guess?): the overall result of roll+mod can't go above the maximum value.

By "Skill fixed value" I just mean that the result of roll+mod is always the stated value (or just the roll, if it's easier. I just want to be able to decide the outcome of a skill roll without having to roll, i.e a creature with "SKILLFIXEDVAL: athletics 20" will always get 20 as a result of its Athletics checks).

Maybe if this "Skill fixed value" it's not something feasible in FGU, the same result could be achieved by giving a creature both SKILLMINVAL and SKILLMAXVAL (assuming a max value is possible)?

Moon Wizard
October 3rd, 2024, 02:44
If you want a fixed value, why even roll? Just say what happens.

Do you have specific use cases for these for your game? I’m not familiar with any official rules like that; but want to understand where the request is coming from.

Just curious,
Thanks,
JPG

Nalistar
October 3rd, 2024, 03:27
I should have probably explained how I plan to use this feature.

Brief premise: I use an extension called Generic Actions that adds several "Actions" buttons to PCs and NPCs sheets for things like Dodge, Grapple, etc. This extension also adds a "Break Grapple" button that basically checks if the actor has the Grappled condition (and who applied it) and automatically rolls both contested rolls in order to resolve the attempt to break the grapple.

Now, there are several monsters with attacks that can apply the Grappled condition to targets on top of the normal damage, allowing the targets to then free themselves on their turn by beating a fixed DC instead of rolling a contested Athletics/Acrobatics check.

For these monsters the "Break Grapple" button is useless because it would prompt a contested roll instead of checking the fixed DC of that specific ability. The normal way to resolve this is to simply ask the player to make the roll vs the DC in question and then a) check the DC on the CT/monster sheet and b) manually remove the grappled condition from their character on the CT.

If Skill floor extension allowed us to have a "Skill fixed value: x" I could apply an effect beforehand to have these monster always make athletic/acrobatics rolls equal to the DC of their own grapple ability, so the player could simply use the "Break Grapple" button to free themselves from the grapple automatically.

The flip side is that the monster with this effect now won't be able to make normal grapple rolls without turning off the effect (since they would always have the fixed value as a result), but monsters with this type of abilities are generally creatures that the PC won't try to grapple in the first place.

Moon Wizard
October 3rd, 2024, 05:48
Interesting, thanks for the info. Sounds like your request is primarily for improved Grappled resolution; so I'll throw that on our wish list.

Regards,
JPG

Nalistar
October 3rd, 2024, 12:40
Interesting, thanks for the info. Sounds like your request is primarily for improved Grappled resolution; so I'll throw that on our wish list.

Regards,
JPG

Oh, nice. Yeah that would be great.

Thanks!

estrolof
October 3rd, 2024, 17:24
Alternatively, if you could add skills to actions (like we have for saves and attacks). Then you could just aim contested actor skill vs target actor skill; or Skill vs DC.

That would let you use BCE(G) to add an ATKADDT: OgreGrapple or what have you, that included the equivalent of SAVEE: [SDC] WIS (R)