And another little thing I noticed by testing some of the custom effects.
The effect string FATIGUE:1 already triggers disadvantages on Str, Dex and Con Checks instead of FATIGUE:2
The other Fatigue and Strife effects work as expected.
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And another little thing I noticed by testing some of the custom effects.
The effect string FATIGUE:1 already triggers disadvantages on Str, Dex and Con Checks instead of FATIGUE:2
The other Fatigue and Strife effects work as expected.
Hmm, so it does. I'll get leozelig to have a look at that.
Thank you very much again for the very fast response and the great support @Zacchaeus and @Leozelig
I have another question regarding fatigue/strife.
Does the disadvantage on ability checks (when having 1 or more strife or 2 and more fatigue) also effect the related skill rolls? The fatigue and strife tables aren´t very precise about this.
If yes, the effect strings FATIGUE and STRIFE doesn´t recognize this.
Thanks in Advance :)
I think you have a point. A check is any roll of a 20 sided dice related to the ability. So anything which affects strength would also affect related skills, and indeed attack rolls based on strength.
Thank you for clarification. That's how I understood it as well. But the fatigue table makes a difference between fatigue level 2 disadvantage on ability checks (and most likely skill checks) and disadvantage on attack rolls and saving throws having 4 fatigue levels.
Is it maybe possible to change the custom fatigue and strife effects to include disadvantage on skill checks as well? Because the effect just includes disadvantage on rolled ability checks and attack rolls at the moment.
It might be a good idea to ponder A5E rules questions on the ENWorld A5E forum since they are the publishers of the rules. Maybe it has already been discussed there?
https://www.enworld.org/forums/level...ition-a5e.697/
Agree. Personally, I don't interpret "disadvantage on <ability> checks" to mean anything other than ability checks. My rationale is that fatigue and strife are modeled after exhaustion. So, while exhaustion applies to all ability checks, fatigue specifically represents physical exhaustion, and strife is mental exhaustion. A recurring theme in Level Up is expanding the 5E rules into finer levels of detail.
I submitted a fix for fatigue level 2 applying at level 1.
Hi Leozelig, I understand your point. In 5E I was used to play with the "Exhausted Extension" and it uses the disadvantages on ability and skill checks. But it´s absolutley ok for me, if the level up extension works in a different way. Thank you for fixing the effect string and also thank you to LordEntrails for the forum tip :)
I was just looking at the script for 5E skill checks, and it looks like it applies ability check bonuses to skill checks that use the same ability. That makes me think that TomtheBu is right about fatigue and strife applying to those as well. I can add this to the next update if there are no objections.
I think this is correct; I don't think A5e changes that rule - it's worded similarly to the 5e rule, so I think the intention is that it should affect skill checks based on the ability score affected.
My understanding was that EN Publishing licensed SmiteWorks to create the A5E extension and modules. Are there any plans to bring Memories of Holdenshire adventure or any of the Gate Pass Gazette material to FGU?
The adventure was done some time ago and if I understand correctly it will be released later this month. I don't know about anything else; everything I got from EN Publishing has been developed.
Just as a small bug, I noticed to today that skills are no longer referencing from the character sheets. Selecting Culture or Engineering spits out the chat error:
I double-checked that I didn't accidentally unload it & even started a new table just in case to confirm. It seems to cause the same error with other skills unless I have to core PHB loaded, in which case it simply references the PHB entry.Quote:
Unable to open window using wildcard link, because no module containing that link is open. Check your active Library modules.
Ah, yeah. I forgot to paste the skills back in after the last update. I'll get that fixed.
i didn't see it expressly confirmed, but can the Level Up/a5e Monstrous Menagerie be used in base 5e campaigns without purchasing the a5e Adventurer's Guide also? Does it require any other extensions outside of the base 5e ones?
i'm not referring to any balance/new mechanics aspect of the differences between a5e and base 5e as i'm already aware of those, just wondering if things from there can be used in an existing 5e campaign encounter as another monster book similar to Tome of Beasts etc and if all the basic skills/attacks/spells/etc will function correctly.
Hi 1bartley,
Good question. Each A5E product should come with the Level Up extension, so you don’t need to purchase the Adventurer’s Guide.
The A5E monsters have a couple extra fields, but I think they are fine for a 5E game. PCs are a different story - the fields and mechanics don’t play nearly as well together. I don’t recall if the A5E modules are visible without the extension running, but you can always pull the A5E monsters into your campaign with the extension running and then disable it to run your 5E game. The extension will change the char sheets to A5E, which of course you don’t want if you’re only using the monsters.
As leozelig says, essentially yes. You don't need any other of the Advanced 5e stuff and you don't need the extension to use the monsters. The only thing I remember in the monsters that won't work without the extension is the extra dice some have for their skill rolls. But without the extension those extra dice are just ignored.
Having an issue that started last night and only happens with the extension enabled.
Any time I add an NPC to the combat tracker, the size of the NPC is increased to 20. So when I place them on the map, they take up a 4x4 square instead of a single square. Happens with custom NPCs, LevelUp Monster Menagerie NPCs, 5E Monster Manual NPCs, etc. Gets a bit tiresome needing to readjust the size of every NPC whenever I add them to the combat tracker and it breaks set-up encounters.
Anyone else having this issue or is just a me problem? What can I do to fix this?
It's not just you The7ruth. Started having the token size issue today when I opened FG to work on a campaign using Advanced 5e. Tested all other extensions. It only happens with that one turned on.
Can you guys pinpoint when you started having the token size issue? Was it working last week and now it’s not? I know JPG has been updating the 5E ruleset, so that might be why we are suddenly seeing a problem in such a basic feature.
I was setting up maps and encounters for my session last Friday and the tokens were working fine. NPCs placed into the combat tracker were working and had the correct size. During my session last night (Tuesday) is when I first noticed the issue with NPCs turning into size 20 in the combat tracker.
I've been doing some testing with other tokens on my end to see if there is anything else I can report to hopefully help.
The issue only affects NPCs. Player Characters are not affected at all.
Tiny creatures come out as size 10.
Small creatures come out as size 15.
Medium creatures come out as size 20.
Large creatures come out as size 25.
Huge creatures come out as size 5.
Gargantuan creatures come out as size 5.
Awesome, thanks! That actually helps a lot.
The tokens worked for me yesterday while I was adjusting encounters in Dungeon of the Mad Mage. There was some kind of update when I turned on FG today. After that is when the token sizes were off. Not saying it was the update, that's just when it happened for me.
Cool, thanks for the info. We got the team working on it, so I expect that it will be fixed soon!
I just pushed a hot fix that should address the combat tracker size issue. I'm still working with @leozelig on the character building changes needed. More to come.
Please run a Check for Updates to get the latest version.
Regards,
JPG
Ok, just pushed a hot fix to fix the character building drag and drop behaviors to work with the new 5E code.
Let us know if you find anything else.
Regards,
JPG
Using A5E extension is causing a lot of different errors. PCs can't attack NPCs it doesn't show the dice roll and an error window comes up with a ton of scrolling errors. They can attack other players without that happening, attacking themselves also causes the errors. Each time it shows different source books in the error, and a lot of icon errors from different sources. I tested all my extensions and A5E is the only one that causes this to happen. Running Dungeon of the mad mage if that matters.
If I can get a copy of the logs, I can attempt to help. I didn't write the 5E Level Up extension; but the 5E ruleset has been going through some changes in preparation for a Wizard of the Coast release next month.
Regards,
JPG
Also, I just pushed a hot fix for an issue with calculating AC in this extension for this product; so you might try running a new Check for Updates, and see if that fixes your issue. I'm not the DLC developer, but I wanted to try to get a fix out faster.
Regards,
JPG
Thanks for the report Valdorin. I will see what this looks like for me. If you can copy the console error message and post it here, that will also help.
Hi Leozelig,
the Level Up 5E extension OR the advanced effects for 5E seems to produce an error when both are loaded in the same campaign. Opening any one feat record entry of the LU Player´s Guide or the D&D Player´s Guide creates following errors:
[7/17/2022 9:18:48 PM] [WARNING] window: Unable to locate control (text) specified in insertbefore attribute for control (advanced_effects_contents) in windowclass (reference_feat)
[7/17/2022 9:18:48 PM] [ERROR] Script execution error: [string "reference_feat"]:6: attempt to index global 'text' (a nil value).
When the level up 5e extension is disabled all record entries open as expected, both from the level up Player´s Guide and the D&D Player´s Guide as well. The same happens when the advanced effects extension is disabled and the Level Up Extension is loaded.
I will also contact celestian and inform him about this issue.
Thanks in advance :)
@Moon Wizard
Since the hot fix you did I can not reproduce the error. Tested several things trying to. Seems to be fixed now since the patch.
Nevermind that. Found a new error when trying to level a character from 9 to 10. Tried posting the error log text but was denied. This is the last lines of it:
[7/17/2022 6:36:10 PM] [WARNING] buttoncontrol: Could not find pressed icon (down) in control (button_chat_pcdesc) in class (ref_class_header)
[7/17/2022 6:38:31 PM] [ERROR] Handler error: [string "campaign/5e/scripts/power_action.lua"]:67: attempt to call field 'getPowerAbilityString' (a nil value)
Thanks for the report TomtheBu. The latest 5E update seems to have stirred up some trouble for the extension. I haven’t had much time to work on it lately, but I’ll see what I can do.
@TomtheBhu,
There is no advanced_effects_contents defined in the 5E ruleset, nor in the base Level Up extension; and this wasn't changed recently.
It appears that this is a different extension that is not compatible with the Level Up extension; and you'll have to reach out to the extension developer for that extension (probably something named Advanced Effects?).
Regards,
JPG
@Valdorin,
Neither the 5E ruleset nor the Level Up extension have a definition for "getPowerAbilityString".
So, this is also probably caused by another extension. Try disabling all other extensions except for Level Up on the campaign, and try again.
Also, you may want to check your FG data folder to remove any extra folders in the rulesets/extensions folder that would override 5E ruleset or Level Up extension as well.
Regards,
JPG