Yes. They're detailed, when released, in the City Hall forum. https://www.fantasygrounds.com/forum...p?37-City-Hall
Yes. They're detailed, when released, in the City Hall forum. https://www.fantasygrounds.com/forum...p?37-City-Hall
Cool. Thanks.
Welcome, Mogloth.
The patch notes for each week's release is posted in City Hall by lokiare (James Holloway). He posts the patch notes in a thread each week. Those notes are broken down by ruleset/module.
-Danny
I guess Trenloe beat me to it. Well, I guess that's what I get for not forcing a refresh of my browser...
The GRANTCA effect is redundant; everything that this effect does, the Flat-footed effect already accomplishes.
This is less an actual report and more of a pipe dream request, but having the CA effect and targeting another creature with this effect currently does not trigger any "IFT: Flat-footed" effects the attacking creature has (like a sneak attack effect, for instance).
Yes, in theory it is redundant, but it's left in for longer term users who may have that coded somewhere in their effects.
Apply Flat-Footed to the target and then use effect targeting from that target back to the source - this will only apply Flat-footed when the target is attacked by the source actor. IFT: Flat-footed on the source actor will work.
I can't see how you would use the Flat-Footed condition to achieve everything the CA and GRANTCA does.
Both CA and GRANTCA require targets, which means one can be flat-footed against specific targets / specific targets be flat-footed against only them.
Correct me if I'm wrong, but doesn't the Flat-footed condition apply a blanket bonus to everyone that is targeting the actor. This would make things like flanking very awkward, as flanking only provides the Flat-footed bonus to those who are actually doing the flanking. There are also a number of special features / feats which provide the bonus to only certain actors in certain conditions.
GRANTCA doesn't actually require a target, and if untargeted, the effect holder is treated as flat-footed against all attackers, meaning it does actually apply a blanket bonus under normal circumstances. Additionally, the flat-footed effect actually can be targeted, and if done so, only the creatures targeted by the flat-footed effect pay attention to the effect holder's -2 circumstance penalty to AC, so it doesn't have to be a blanket bonus.
Heritages do not automatically apply their traits, like applying low-light vision for half-orc. I assume this is known, but better to report stuff than not to.
Correct. That's why the chargen tracker says, in big red letters: "Manually apply features of the selected heritage...". I'd recommend you pay close attention to the message in the chargen tracker - especially the ones that are in big red letters with "+++" at the beginning - that means you have to do something manually.
Which we did, of course. We were mostly confused about not finding the sight traits (low-light vision, darkvision) in the trait list to drop & drag to the character sheet. So we had to manually add the traits to the Abilities tab and then had to manually add them again in the Perception entry of the Main tab (as in typing the words in). No big deal, just unexpected compared to the rest of the character creation mechanics.
I'm pretty sure that these get added to the MAIN tab but not the ABILITIES tab. This is similar to how it works in the PF1 ruleset.
Not for Heritages, only for the Ancestries. That's why... see post #450!
Hey folks,
So, I've looked through this thread, but I don't have time to delve deeply into 46 pages of information.
I've been getting this message in the chat box? Not sure of it's origin.
!!!Unable to set defense proficiencies - no armor proficiency data found
I'd love to know what the alert is for?
Is this the issue in RS2.084?
A little while ago Trenloe changed how the character sheet showed stuff (armor proficiencies) and a bit of code was written to convert old format characters. The old character doesn't have any proficiences listed or at least not in a format it understands.
the conversion has failed.
See here: https://www.fantasygrounds.com/forum...nuary-7th-2020
Specifically the second bullet point in post #1, and post #2.
If you’re still building your PC, particularly if you haven’t added a class yet, you can ignore the warning. If you’ve fully built your PC then you’ll need to manually set your defense proficiencies in the combat tab.
We've recently decided to use FGU for our weekly game of Pathfinder Second Edition. We're still getting the hang of the tool, but one thing we noticed is that FGU automatically adjusts damage rolls for critical hits -- which is awesome! However, it doubles the number of dice instead of doubling the base result. Is there a way to change it to its proper setting?
See RS2.016 in the issue tracking thread linked in post #2.
The way FG does it is not in an improper way. From the Core Rules: "The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for single-target attacks or spells at low levels when you have a small number of damage dice to roll."
From this, we see that "roll one set of dice and double the result" is purely a convenience when playing with real dice - the game can slow down if a player had to find a lot of dice (especially at higher levels they have be roll 6 or more d8s, for example). In FG we don’t have this restriction.
Kinda, but the damage curve is completely different with doubling damage vs doubling damage dice.
The game system is built around the balance concept of it doubling damage and there was a lot of effort put into the math expectations. While it certainly had its origins in making the system run faster it being core has had an impact on the math of the system and the variant was put in place as explicit permission for those who like rolling dice.
A good way of explaining this is with D4*2 vs 2d4 results
D4*2 has the following distribution
2 - 25%
4 - 25%
6 - 25%
8 - 25%
2d4 has the following distribution
2 6.25%
3 12.5%
4 18.75%
5 25%
6 18.75%
7 12.5%
8 6.25%
The minimums, averages and maximums stay the same. But the required rolls to reasonably hit minimums and maximums are increased dramatically. You are four times more likely to get a maximum or minimum roll with doubled damage than with doubled dice.
This is just with 2d4 though, the effect is more pronounced if you start rolling things like 5d6 or higher where it becomes 10 times less likely or greater.
I am not writing this to say that your personal preferences are wrong, more that it isn't just a matter of what is easy at a table vs VTT when it comes to making a variant rule core.
Matters little to me as it was easy to fix in an extension.
I will be adding the option into the ruleset at some point. The thing to keep in mind is that neither way is the wrong way or the proper way - the rules I quote above are very clear on that.
Quick couple of things.
I watched the preview video to see if anything was added with the bestiary. From my testings in program.
- Abilities aren't automated like the video says (dragon's breath is an example where it doesn't automate DCs or damage) [about 15minutes into the video]
- Traits cannot be dragged onto NPCs like the video says (nothing happens, fresh or duplicated) [about 4 minutes into the video]
Not sure if this was miscommunication or if something was left out of the ruleset update that is coming soon, but figured it was worth mentioning in case you start receiving complaints from people who watched it :).
Unfortunately it was miscommunication and a misunderstanding of how traits work in PF2.
We are working on ability automation - the framework is now there in the ruleset (hence the change in ability format) and ShadeRaven and I are getting the automation that's possible together. It's a big task so will take a while...
Just realised I should have used this thread to capture issues with the Ruleset.
I made a thread on an issue a while ago, but it wasn't captured in the Google Docs sheet.
https://www.fantasygrounds.com/forum...s-Etc-in-Lists
tl;dr - the level numbers in the list of spells / NPCs / Feats / etc. almost impossible to read, as they are a white font on a white / light grey background.
https://www.fantasygrounds.com/forum...1&d=1587155557
Thanks.
FWIW, my players like doubling the number of dice - seeing the giant cloud of dice rain down in chat is part of the appeal for them. :)
We will definitely be attacking the automation here over time. It's really difficult to say how long this process will take, so my suggestion is to simply take what you need (from my Bestiary) for specific creatures you are using so you don't have to expend too much energy setting up a complete Bestiary with all of my spell-tab tools.
Eventually, the goal is to make my Bestiary obsolete for anyone who purchases the official one from the store.
Does the "Attack: Fumble/Crit table" option do anything? Currently I am using the corresponding cards, but I would very much prefer to have this done automatically via FG.
I also noticed that the "CT: NPC hit points" option is not used for PF2, so it likely could be removed?
Something I noticed when gaming last night, since PF2e rules on Critical Success is on a sliding scale, a Nat 20 on an attack roll isn't always a Critical Hit for double damage, but PF 2e ruleset still treats it as such. For example, last night someone decided to use their third attack (-10 MAP), and rolled a Nat 20. Their total result was a 16, and the monster's AC was a 19. By rolling a nat 20, they get 1 degree of success better, so instead of a miss, it's a hit(yay 20) but FG makes it an auto critical success and auto doubles damage on the next damage roll.
Not sure if its possible to really change that, I just had him roll damage untargeted then roll again a normal attack (since there's still the issue of rolling double dice instead of just doubling damage so couldn't just half it, and he had a deadly weapon so there were extra bonus die on there that I need to rework the effect on since I didn't realize DMG: xDx critical would double that bonus die as well, but that's my bad) Maybe there's already a way to turn a critical into a normal roll in FG under the modifiers section (I know there's a button making a normal roll to critical, and a button for halfing damage (but that doesn't work due to double dice not double roll), so not sure what a good solution is.
I can't recreate. The code definitely should check for that, but I'm not ruling out some edge case that isn't working.
Could you provide a screenshot of the chat window immediately after loading your campaign - so I can see the versions of what's loaded.
Could you also recreate the issue please, and provide screenshots showing it occurring please? You can easily recreate it by using the manual dice entry window - turn on the campaign option "Dice: Manual Entry".
Ah ha! It's a different issue, you are right, I was not able to recreate it, then I remembered he had his Hunt Prey and as a Ranger using his Flurry with a ATK: 4 effect (for a total of -6 not -10). It did not display the total as a 20, it still displayed the total as 16 but properly knew it was a critical hit because he got a 20 from the effect.
So, it did calculate on the backend properly, but it displayed the wrong total number which is why I thought it was doing it wrong.
Attachment 34834
I was looking at the big number not the small number in the results line, because I am dumb, even after using FG for years and knowing that those added effects show on the final result not the larger rolled numbers...
Actually, i've noticed it a couple times. Some background calculations are not visible, and can be really confusing. Same exact thing happened to me with Hunt Prey.
In our chat window the true result is shown right after the attack text:
"[ATTACK #2 (M)] Rapier [MOD:DEX] [20] -> [at Large Beast 12] [EFFECTS +2] [HIT]"
So while the dice result shows as 18 only, the number in square brackets includes that "[EFFECTS +2]" part in its sum (hunt prey flurry second attack).
Apologies if this is been asked before, but could we get ability classes, similar to spell and focus classes? Able to track uses of abilities within ability classes (x uses / day, y use per hour, etc) would also be very useful.
Thanks, Roy