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LordEntrails
April 20th, 2024, 02:19
D&D 5E no extensions.
I've noticed that various traits do not parse trait rolls for NPCs when placed on the Combat Tracker.

i.e. For instance, take the NPC Poison Dart Trap from the DMG and place it on the CT.
Notice that the various Traits (such as Detection) do not parse a clickable roll on the combat tracker, and the text is not clickable in the trait itself.
60604

I could have sworn that FG used to parse those rolls into the CT. And atleast they should be able to be clickable to cause the save to happen from the trait. i.e. the following text should be a roll; "With a successful DC 15 Intelligence (Investigation) check, "

Vass_Dts
April 20th, 2024, 04:01
I don't remember FG ever parsing skill checks in NPC stat blocks. :/

Zacchaeus
April 20th, 2024, 09:34
Indeed. Skills have never been parsed in NPCs. Attacks, damage, saves, and conditions will parse but not skills. (The clue is that the text should highlight in the trait as you point out). I'm sure you are familiar with this https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996641934/5E+NPCs+and+Encounters#NPC-Traits

rocketvaultgames
April 20th, 2024, 16:19
Am I correct in saying that (regardless of auto-parsing), there is no way to just manually enter something like [CHECKVS: perception 15] or [CHKVS: wisdom (perception) 15] and have it be draggable onto other actors/tokens?

Zacchaeus
April 20th, 2024, 16:27
Am I correct in saying that (regardless of auto-parsing), there is no way to just manually enter something like [CHECKVS: perception 15] or [CHKVS: wisdom (perception) 15] and have it be draggable onto other actors/tokens?

You are correct. Skill checks for NPCs are made from the NPC sheet by either clicking on the 'C' icon next to the appropriate ability or double clicking on any listed skill in the skills section.

LordEntrails
April 20th, 2024, 19:18
I don't remember FG ever parsing skill checks in NPC stat blocks. :/


Indeed. Skills have never been parsed in NPCs. Attacks, damage, saves, and conditions will parse but not skills. (The clue is that the text should highlight in the trait as you point out). I'm sure you are familiar with this https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996641934/5E+NPCs+and+Encounters#NPC-Traits
Hmm, ok. That's a bummer for traps and hazards. I'll put it in the Request List for future consideration. Named: NPC Trait Parsing to Rolls (5E)

Zacchaeus
April 20th, 2024, 20:10
Hmm, ok. That's a bummer for traps and hazards. I'll put it in the Request List for future consideration. Named: NPC Trait Parsing to Rolls (5E)

In the example from the DMG in your first post it's the player who needs to make the investigation roll; and the player would need to be actively investigating (probably after some kind of passive perception check in the first place). Since skill checks don't have a target even if the trap was making the check it would be making a check on itself and not the PC (It would be using it's own investigation skill to make the roll - not the PCs). So I'm not sure how you'd get the trap to roll the check accurately. (I suppose it would mean adding in code to make the skill roll have a target and make a check similar to a saving throw).

Vass_Dts
April 20th, 2024, 20:33
Just to offer an alternative workaround, the free 'Requested Rolls' extension is a very solid solution to handle skill checks (among other things). They are not parsed from NPCs per se, but you have access to a panel where you can send a prompt to any CT Actor (PC or NPC) to make a check with a defined (or not defined) DC. It can be used to stage rolls (like, auto-prompting for stuff such as the Indomitable fighter feature). For me personally, it is one of my favorite extensions, and a major quality of life boon for both me and my players (you'd be surprised how much players do NOT miss having to switch from the Actions tab to the Skills tab for checks--I also use it to prompt Initiative rolls for that matter).

And like I said, it's free.

https://forge.fantasygrounds.com/shop/items/273/view

rocketvaultgames
April 20th, 2024, 21:02
Just to offer an alternative workaround, the free 'Requested Rolls' extension is a very solid solution to handle skill checks (among other things). They are not parsed from NPCs per se, but you have access to a panel where you can send a prompt to any CT Actor (PC or NPC) to make a check with a defined (or not defined) DC. It can be used to stage rolls (like, auto-prompting for stuff such as the Indomitable fighter feature). For me personally, it is one of my favorite extensions, and a major quality of life boon for both me and my players (you'd be surprised how much players do NOT miss having to switch from the Actions tab to the Skills tab for checks--I also use it to prompt Initiative rolls for that matter).

And like I said, it's free.

https://forge.fantasygrounds.com/shop/items/273/view

I might have to try that again... I bounced off of it at first, but that was some time ago...

Also, if you have the screen real estate as a player, "5E - Floating Tabs" can let you have multiple tabs open at the same time, which was awesome for the (checks notes...) 2 sessions I was a player in the last 4 years...

rocketvaultgames
April 20th, 2024, 21:04
In the example from the DMG in your first post it's the player who needs to make the investigation roll; and the player would need to be actively investigating (probably after some kind of passive perception check in the first place). Since skill checks don't have a target even if the trap was making the check it would be making a check on itself and not the PC (It would be using it's own investigation skill to make the roll - not the PCs). So I'm not sure how you'd get the trap to roll the check accurately. (I suppose it would mean adding in code to make the skill roll have a target and make a check similar to a saving throw).

The more I think about it, the more I agree that the distinction in 5e between checks and saves almost implies that this coding shouldn't be there. It might be nice to have "Detection" parse some reminder text so you don't have to click to open it... it just states the check and DC even though it isn't actionable by dragging it to a target.

LordEntrails
April 20th, 2024, 22:18
In the example from the DMG in your first post it's the player who needs to make the investigation roll; and the player would need to be actively investigating (probably after some kind of passive perception check in the first place). Since skill checks don't have a target even if the trap was making the check it would be making a check on itself and not the PC (It would be using it's own investigation skill to make the roll - not the PCs). So I'm not sure how you'd get the trap to roll the check accurately. (I suppose it would mean adding in code to make the skill roll have a target and make a check similar to a saving throw).
I would see it the same as a spell save, the NPC is the one that casts the spell, but the target is the one that makes the save.

But even if it doesn't parse to the CT, if the text highlights and becomes what I call 'active' then the DM could drop that on the player that needs to make the save and it would roll.

Even though I'm not a huge fan of FG making the rolls for players, it's how a lot of FG currently works. A different solution, like being able to assign a target to a player roll would be fine, but that would be all new in 5E.

The Requested Rolls extension is a workaround, but the DM still has to enter the values and the trait text is not 'active' in helping.

But, this is just an enhancement idea. Not a bug or lack of ability to play or implement a rule :)

MrDDT
April 22nd, 2024, 08:04
I would see it the same as a spell save, the NPC is the one that casts the spell, but the target is the one that makes the save.

But even if it doesn't parse to the CT, if the text highlights and becomes what I call 'active' then the DM could drop that on the player that needs to make the save and it would roll.

Even though I'm not a huge fan of FG making the rolls for players, it's how a lot of FG currently works. A different solution, like being able to assign a target to a player roll would be fine, but that would be all new in 5E.

The Requested Rolls extension is a workaround, but the DM still has to enter the values and the trait text is not 'active' in helping.

But, this is just an enhancement idea. Not a bug or lack of ability to play or implement a rule :)

Yeah it doesn't parse skill checks.

You don't need RR, you can use the party sheet.

Yes I agree it's not automated like saves can be. Not sure why it never was, but it wasn't and currently isn't.

Vass_Dts
April 22nd, 2024, 18:54
If I recall correctly, the party sheet sends rolls to all players, you can’t send a roll to an individual player.

Also, the party sheet cannot send rolls to NPCs.

MrDDT
April 22nd, 2024, 19:03
If I recall correctly, the party sheet sends rolls to all players, you can’t send a roll to an individual player.

Also, the party sheet cannot send rolls to NPCs.

This is correct, good requests to add on the Features list though if you want it.

https://www.fantasygrounds.com/featurerequests/featurerequests.php

Which I think the parsing skill rolls is on the list.