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View Full Version : Show Results to Players is inconsistent.



Alynn
April 27th, 2025, 14:20
So I've made no changes to my settings.

I have Chat: Show GM rolls to Off, but I also have Chat: Show results to players to on.

Last night we noticed that the results were no longer showing up in chat as it normally does.

Testing today this is what I noticed.

Note: All attacks/saves were done via grabbing the attack/cast and dropping it on the target.

Acolyte does club attack against PC
In the Client chat window we see the Attack result.

Acolyte casts sacred flame against the PC
The result does not show up in the client chat (however, the red X or check from the indicators extension does work)

PC Does a Dagger attack against NPC
Result of the attack does not show up on client chat.

PC casts Tasha's hideous laughter against the NPC
Save result does show up in the Client chat window.

PC casts Eldritch Blast against NPC
Attack Result does not show up in the chat.

Not knowing the backend it feels like there are some confused if statements somewhere.

Zacchaeus
April 27th, 2025, 15:48
As far as I can see this is working as expected. If you are using extensions make sure that you have disabled them or are testing in a new campaign without them.

Alynn
April 27th, 2025, 16:06
As far as I can see this is working as expected. If you are using extensions make sure that you have disabled them or are testing in a new campaign without them.

This is what I am seeing
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PC (Seibold)
Attack with dagger is hidden
Cast of Tasha result is seen

NPC
Bite attack result is seen
PC save result is hidden

EDIT: Confirming that this is with no other extension loaded.

LordEntrails
April 27th, 2025, 16:40
Spells, attacks and saves are different things and are handled differently. This was discussed in another thread recently. If you would like them all to be handled consistently it might require a Feature Request since I believe the previous answer was they were working as intended. But I don't remember exactly what thread that was or the discussion.

Alynn
April 27th, 2025, 17:02
Spells, attacks and saves are different things and are handled differently. This was discussed in another thread recently. If you would like them all to be handled consistently it might require a Feature Request since I believe the previous answer was they were working as intended. But I don't remember exactly what thread that was or the discussion.

The thing is that they did previously as early as 2 weeks ago.

I just noticed that if the roll originates from the NPC IE their attack, or they are rolling the save, that result is sent. Its only the PC attack rolls, and save results that are not.

Zacchaeus
April 27th, 2025, 17:35
This is what I am seeing
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PC (Seibold)
Attack with dagger is hidden
Cast of Tasha result is seen

NPC
Bite attack result is seen
PC save result is hidden

EDIT: Confirming that this is with no other extension loaded.

Your screenshot is from the DM screen. Mine is from the players screen. You'll need to join your own game as a player to see what the players are seeing.

Alynn
April 27th, 2025, 18:13
Your screenshot is from the DM screen. Mine is from the players screen. You'll need to join your own game as a player to see what the players are seeing.

Yes, its the same you don't see the things that have the crossed out eyeball. I'll do it again to show you when I have time to test more later.

Zacchaeus
April 27th, 2025, 19:26
So let me explain a bit more on what I'm seeing and why I think it's working as expected. I've added two images to this post one from the player side and the other from the DM side showing 6 attacks. The first three are made by the player character and the next three are attacks by an NPC (and therefore the attacks are rolled by the DM).

We have show DM rolls as hidden in options; and it's important to bear in mind that this only hides rolls made by the DM. It does not hide or do anything to any rolls made by the player. Also saving throws made by the player against an NPC attack are not DM rolls and are therefore visible to the players. We also have show results to client turned on. This simply means that the client will see whether they hit or missed an attack; or that an incoming attack hit or missed them. They'll also see the result of any saving throws that they force on an NPC. Show results to clients does no more than that.

So in the images the first three attacks are made by an NPC; the first two are a melee and ranged attack and the third is a saving throw. In the player view you can see that the player did not see what dice the DM rolled; all they get is that they were attacked and the attack hit. In the third case, since it is the player who is making the saving through (albeit forced by the DM) the player sees the dice roll and the full result of their save.

The next three attacks are all made by the player and since it is the player making the attacks they get to see all of the rolls for the club and Eldritch Blast attacks but only get the result of the saving throw that they forced on the NPC from Tasha's Hideous Laughter, since that roll is made by the DM and not by the player. The player gets to see the result since we have show results turned on.

So, as far as I can see, this is all working as I would expect it to work. So the question I have is how are you expecting it to work if not as above.

Just one other thing to note; if you do all of the rolls (that is for NPCs and for the players) as the DM then any rolls you make will be hidden - since DM rolls are hidden. So to properly test whether it's working or not you need to join your own game as a player and note what you see when the DM makes rolls and compare that to what the player client is seeing.

Alynn
April 28th, 2025, 01:20
So, I have no idea why, but it has somehow fixed itself.

I ran the same test again and this time the PC attack result is showing, the PC Save is showing and the PC save result is showing. You can see the before and after with the arrows on the 3 places that the behavior changed back to what was expected. So I appreciate the help, but I guess FGU was just being wonky for a little bit.

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