Two questions:
- Why are ":1" effects not applied with a round time of 1 (instead of 0)?
- Is it correct that effect (round) timers are not decreased when time changes happen to the general/calendar clock, but only when short/long rest is applied?
Two questions:
- Why are ":1" effects not applied with a round time of 1 (instead of 0)?
- Is it correct that effect (round) timers are not decreased when time changes happen to the general/calendar clock, but only when short/long rest is applied?
Because most conditions that have a value don't specifically last one round - the value is not a duration. Drained, Enfeebled, Sickened, Slowed to name but a few. The only one that reduces once a round is Frightened, and this is at the end of the turn, which FG doesn't currently support, but the next release will and Frightened is specifically coded in that release (v16).
Effects and their duration (in rounds only) are only tracked in the combat tracker. There is no integration between the generic calendar and the combat tracker.
For Frightened, will there be a way to override the default behavior? I ask because there are several effects in the game that say something like "your Frightened value cannot decrease below 1 as long as..."
Of course it is not and you are correct that mostly only Frightened has its value reduces every round. We currently handle this by manually fixing the duration and initiative values. I should have checked the other effects to see if their value corresponds to a duration like Frightened. Stunned is another contender that can have a clear duration. Drained could use some special rules like Frightened, because it very clearly ends after a long rest.
Thanks for the clarification. I will keep abusing the workaround via Clock Adjuster extension then.Quote:
Effects and their duration (in rounds only) are only tracked in the combat tracker. There is no integration between the generic calendar and the combat tracker.
Thanks for the pointer.
Actually Dirge of Doom is a bit more complex than that. Whereas the durarion is 1 round, the actual description of the spell is:
Just another one of those cases where a hard fast rule can be applied. But, yes, I see the need for frightened having a duration that would override the default of reducing the value by one at the end of the frightened creature's turn.Quote:
Originally Posted by Core Rules page 386
Yep, that's exactly what I'm going to do. :)
https://www.fantasygrounds.com/forum...chmentid=35615
Ahoi. Two more questions:
- Are there any plans to automate ammunition, like marking 1 ammo used when the corresponding damage is rolled?
- Are the Wounded and Dying effects/conditions used for any kind of automation yet? They don't seem to get applied when someone hits 0 HP and I don't know if applying the effect manually has any consequence other than information?!
Thanks in advance! ;)
It would be nice if links could be dropped on the "Notes" section of a character sheet. This way players can save links to reference content as char specific notes, like a reference to the Religion chapter of the CRB for divine chars.
Makes sense to use the attack roll since Attack of Opportunity does not interrupt a ranged attack anyway (so the arrow is shot in any case). I did not look through all PF2 feats yet, is there any that shoots two arrows with a single attack?
No automation is ever going to cover every eventuality. The base rules are that ammunition is expended when it's shot. So, if I implement any auto ammo use, then that's what it will do. If there's any exceptions to that then players will have to adjust their ammo use as required.
Absolutely.
I think release 15 broke Fantasy Grounds Unity action symbols. They aren't showing up anymore in character sheets or bestiary entries. I typed in the action symbol replacement command [[A]] and it auto replaces it with a space. Screenshot attached.
Attachment 35632
It was the FGU update. Info here: https://www.fantasygrounds.com/forum...l-descriptions
Ah see, that's what I get for only searching through this thread and not other threads, ha. At least it's being track, thanks.
Are the mutliclass Archetype feats not included yet (FGU, PF2, Core Rulebook purchased, running on a Mac) or am I just missing them? Purchased /downloaded FGU and the Core book yesterday, so everything should be up to date.
Just had a look, and they are definitely in there.
https://i.imgur.com/XeoJVjb.png
Thanks, that helped me find it. Learning PF2 and FGU at the same time is proving a bit challenging.
Also use the "Archetype" filter at the bottom to display all the feats from a specific archetype.
Question to the team working on implementing all of the second edition core rule book stuff, I was wondering it says the critical success and fumble tables should be present in second edition and it doesn't show up at all.
In the settings. The option to enable crit/fumble is there, which causes confusion.
Hello,
Current live release (Release 15), FG Unity.
I am unable to use action symbols as per the wiki in either the "Offensive or Proactive Abilities" section or "Automatic and Reactive Abilities" sections of an NPC entry (both title and main body).
The NPCs in the Bestiary do have them in those fields, so I was able to copy and paste the icon from an existing record into my own NPC record. It's just the substitutions documented in the wiki that aren't working.
Good afternoon, guys.
Amazing jump on release 16. Good job to everyone involved.
The reason i'm writing is to suggest something i've seen in other rulesets. Global Effects.
Basically, you can set a global effect to the combat (usually darkness, dim light, heat, cold, etc...) and they are applied to everyone (except those who has the appropriate sense or resistance). Are you working on something similar to that already?
Is there any update on the bestiary 2 release?
I spied the change log for ruleset releast 17 in yesterday's announcement thread, before being quickly removed. I was confused as to why my FG wasn't getting updated with it, as we were just about to start a session when the release notes came out.
I guess it was a mistake on Smiteworks' part and it isn't actually ready, but I'm guessing it's close. Do you have an ETA on release 17? The notes got me excited when I read them!
Trenloe,
Is there a place we can go to view or test any test channel updates? I am on test right now and was going to migrate back but your test ud-pates are phenomenal and was considering just leavin the campaign there.
Don't use the test channel for gaming unless specifically asked to in the forums. It gets frequent updates from the developers doing their product conversions and frequently has errors. We don't take any responsibility for issues, errors, lost data, and game disruption from games running in the test channel - unless we have specifically put a call out for community testing.
We are getting release 17 ready for community testing, but it's not there yet.
Unfortunately there seems to be a bug with how you can double-click on effects in CT to open lookupdata. When new effects are added then they cannot be double-clicked unless the campaign is reloaded. When old effects are deleted then you can double-click on new effects, but the window will still show the lookupdata of the deleted effect, again unless you reload the campaign.
When a target succeeds on a saving throw and then receives damage from a spell then the target is removed from the attacker. Here is a screenshot of how a spell save was first failed and damage applied, the target was not removed. Then another spell save succeeded and upon receiving damage the target was removed from the attacker. This happens regardless of how "Target: Remove on miss" is set in preferences.
https://i.imgur.com/ID5JSpM.png
Never Mind I found it
I did a quick search and didn't find this listed.
Have you considered adding the player's current Hero Point total to the player's avatar pic, the way that is done with inspiration points in 5E?
Having a quick place to glance and see the player's current Hero Point totals without opening up their character sheets would be very handy.
- Robert