I don't think the RAW are clear on this tbh. We've always done a separate medicine check per target and the person treating could also choose separate DCs for each individual target.
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Looking at the release history the escape activity has never had targeting or a DC set. This is by design as the DC can be many different things: "Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment." The DC in the activity is set at "None" so that the GM can use the Desktop DC Panel to set the DC of the check.
Two things:
1) For skill checks in Activities would it be possible to have "vs standard DC" as one of the options? This would be for things like an Inventor's Overdrive or a Bard's Lingering Performance that are always against the standard DC for the character's level.
2) Apparently, having a comma in a character's name causes item distributions via the party inventory to fail, I assume because it can't decide if the character is one character or two.
Two (possibly) automation issues:
1) If an automation adds a spell class and then adds a 1st level spell, it will not adjust the number of castable first level spells from zero to one. As a result, although the spell is actually added to the character, it looks like it wasn't, since the spell does not show up until a number of 1st level spells per day are added to the spell class. This is not true of cantrips, which will automatically change the number of cantrips per day from zero to one when a cantrip is added to the character.
2) Attempting to use automation to add a spell that has parenthesis in the name of the spell appears to fail.
3) Linking an activity to a Heritage does not appear to actually add that activity to the PC when the Heritage is selected.
Discussed in this thread: https://www.fantasygrounds.com/forum...to-spell-class
The code specifically removes text in parenthesis as this is usually a note of a slight change to the spell not usually the name of the spell itself.
This has been fixed today: https://www.fantasygrounds.com/forum...l=1#post700567
Any chance that the same could be applied to the matching half (i.e. ignore any text in parenthesis in the spell name when attempting to match)? That symmetry would at least mean it's physically possible to add such a spell. A couple module authors - ShadeRaven in his DnD modules for example - use parentheticals in spell names to denote that the "spell" is actually a weapon crit effect or something similar being automated as a spell.