Thanks.
By the way, is it possible to make an unmodified Duality dice roll without clicking on a trait in the character sheet? Likewise, to roll just a single Hope die or a single Fear die?
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Thanks.
By the way, is it possible to make an unmodified Duality dice roll without clicking on a trait in the character sheet? Likewise, to roll just a single Hope die or a single Fear die?
Is the dice result drag-and-droppable onto a PC to automate the Hp/Stress/Armor use removal?
Also, shouldn’t armor use be removed for Long Rests anyway, just like it does for HP and Stress?
Anyway, for now, do you think creating an item, naming it Short Rest and adding actions to subtract from hp/stress/armor use would be the best way to automate this?
You could actually place the party members into the combat tracker and they could target who they are using the rest roll on, including themselves. You are free to do what you feel is right for your player/game. I coded it that way to help accommodate many facets of play and for those moments where the rest is used to assist another. You could drag and drop the text output to the character receiving it to automate the healing process as well.
Ok, so I tried creating actions and clicking on them, and also clicking on default actions provided by the ruleset. But I’m getting a bunch of (Clause) errors instead of HP/Stress/armor use replenished. I can replicate it consistently if the amount of resource to be removed is higher than current resource. But it also happens at other times sometimes too. So maybe this is a bug?
Can you show me the editor window for the actions you made? I'll remake them on my end and test to see.
The Thistlefolk Thief in The Sablewood Messengers book is missing the Back Off feature.
Here's an example using an unmodified action that's included in the game. Stress only clears if the "heal" roll result is less than the amount of marked stress. I.e. if it has 6 stress marked, a heal 4 would remove 4 stress. But if there's only 2 stress marked, a heal 6 would not remove the 2 stress. I'm not running any extensions.
On another note, do notice that the ancestry and community sections are empty (image 2) even though they have been selected (clank and highborne respectively). Image 5 shows that they only become available after a restart of the application.
What's interesting at first glance is the number of clause tags. I'll use what you gave me and test it out. See if I can see why it's producing that many clause tags.
Thanks. But looks like hp/stress/armor is now reversed. + sign unchecks box. - sign checks box. And once all boxes are checked, they can't be unchecked anymore. Similarly, if no boxes are checked, they can no longer be checked.
Also, Prepare via Short Rest adds 2 Hope instead of 1. Plus, both Prepare and Prepare with Ally don't work via Long Rest.
Thanks for the report. Pushed another hotfix to address the resource changes.
It looks like the HP and Stress issues are worked out (+ and - buttons work, and things like potions clear as expected). Armor + and - buttons seem to not be working though.
No worries, you're doing amazing (and quick) work on the issues as they come up!
Armor + / - buttons are working now, thank you. The "Use" button over the armor works until it's maxxed, then seems to stop working even after you manually change the numbers with the + / - buttons.
Related, what is the intended mechanical usage for armor? It seems the language with the +/- buttons, USE button, and using the DMG: 1 (Armor) on Adversary sheets don't totally align. In the language of the book, if you had an armor with base score of 3, you would equip it in the inventory which results in the main screen showing Armor Slots 0/3. Utilizing armor to reduce damage, or receiving damage to your armor (such as from an Acid Burrower), should "mark" it. When you are at 3/3 marked, your armor is no longer functional. However, clicking the + button has the text output "clears armor" and the - button "marks armor," the "Use" button has text output of "uses an armor slot to negate damage," and the DMG: 1 (Armor) reduces the number while the text output is "marks Armor." One or more of these is probably not working as intended, but it would be helpful to know if the intent is that we should be counting armor damage (marking) upward or downward in this FG ruleset.
Thanks again!
The 'Use' button should mark a slot and then also heal the character. If the health marks are at 0 then it doesn't work. The +/- buttons are for manual changes or to assist in using features. The abilities tab and actions pretty much automate this process, but does give another way to adjust it.
Ok, good to know about the Use button needing a marked Health to be there in order to work.
So there are three automations that are in conflict:
1) Clicking the Use button for armor INCREASES the number in the box right under it, for Marked Armor.
2) Applying armor damage from an adversary such as Acid Burrower's "DMG: 1 (Armor)" DECREASES the number in the box.
3) Short Rest - Repair Armor INCREASES the number in the box.
The first two should move the number in the same direction, "marking" (using) the armor, while the third should move it in the opposite direction, right? Which direction should that be for the FG ruleset? Should marking (damaging) armor increase the number in the box or decrease it? That will shed light on which of those scenarios is not working correctly.
Based on the way the rulebook is written, scenario 1, where marking an armor slot is damaging it, seems correct, so my assumption is that scenario 2 "DMG: 1 (Armor)" buttons should increase the number as well, but is mistakenly decreasing it, and scenario 3 Repair Armor should decrease it, but is mistakenly increasing it.
Is rest automated? Where is that, the Menu button on the Tracker only has the Delete options.
Edit: Oh, just found it, r-click on char sheet.
Yeah I saw that too with another round of testing. Something was swapping certain resources around. I think I got it this time. Let me know if it's still acting up.
Hmm, just patched but I don't see any changes from any of those three scenarios. The good news is that scenario 1 (clicking the "Use" button) to mark an armor and clear an HP works as intended and is the most common thing used by players. Scenarios 2 and 3 are both still doing the opposite of what they should do.
Also while testing the Short Rest functions, I noticed if you're not targeting anyone, the result just goes to the text output as expected. However, if you then drag the text output to a character, it heals HP no matter what the original role was for. The two attached pics show text output from a Short Rest for both Clear Stress and Repair Armor, and the result of clearing HP when dragged to the character rather than Stress of Armor.
On my end I'm seeing it work as intended
Attachment 67254
This is the state of the armor. It has 1 armor slot marked.
Attachment 67256
Then when I hit the + button it marks another slot
Attachment 67256
Hitting the - button will clear a slot
I pushed another hotfix to address the drag and drop not working correctly.
For me, it seems that clicking on/dropping a green "heal" armor button outputs it as a red armor icon in chat ("marks 'Armor'") and thus increases armor use. Likewise, clicking on/dropping a red "damage" armor button outputs it as a green armor icon in chat ("clears 'Armor'"), thus reducing armor use. It's the same whether they are self or target buttons. Therefore, they are not working as intended.
If you have an item with a Feature that has actions, but no actual actions on the item itself, it won't appear in the Gear section of Abilities.
Thanks for the system, I'm really enjoing using it. I'm also having a few problems with the automation of rests: I don't think the prepare/prepare with a friend is currently giving hope for the prepare action on a rest - they have to be entered manually.
Also, you can only tick one item rather than 2 (or 3) when you're resting.
I'm not seeing this with my testing
Attachment 67290
Might need exact steps you are attempting to see if I can replicate what you are seeing.
This is intended. Choose each one one at a time.
Hi, I have some questions:
- Is there a way to automate rolling a d10 as an Adv die?
- Is it possible to enable DMGBASETYPE? This would be useful to replace physical damage rolls with magical and vice versa.
- Is there a way to create an action or effect to permanently mark off HP (or alternatively, reduce HP slots)?
- Seems that there are some discrepancies that I'm seeing on Demiplane's weapon tables, e.g. longsword is d10+3, and glowing rings is d10+2 instead. I'm not sure which platform has the correct stats?
1) No, didn't see anything that would make me consider that since all adversary rolls use the d20. If you are referring to Advantage die, it's at the bottom of the abilities tab you can cycle what the advantage die is.
2) When I'm able to circle back I will be piping into the new CoreRPG Effect system which I believe has this capability.
3) I implemented the passives as effects and should update the character's sheet if the tag matches that wording. So HP: -1 should do so, haven't looked at this in some time.
4) The content provided to us is the data that I used. If there was an errata then I'll need to get my hands on it to adjust the data.
https://www.fantasygrounds.com/libra...hanics#weapons
At least in the SRD, it looks like Longsword, Battleaxe and Greatsword are missing the "d" of d10
This is the current errata: https://www.daggerheart.com/wp-conte...ber9th2025.pdf
So Longsword with d10 + 3 and Glowing Rings with d10 + 2 is correct.Quote:
NEW Page 115: Mechanics - Glowing Rings have been adjusted. The damage has been changed to: Tier 1 - d10+2.
NEW Page 115-120: Mechanics - The Spear has been adjusted. It does not have “Cumbersome” as a feature and the damage has
been changed to: Tier 1 - d8+3, Tier 2 - d8+6, Tier 3 - d8+9, Tier 4 - d8+12.
NEW Page 115-120: Mechanical - The Longsword has been adjusted. The damage has been changed to: Tier 1 - d10+3, Tier 2 -
d10+6, Tier 3 - d10+9, Tier 4 - d10+12.
According to the pdf, those weapon stats are cprrect.
Some new questions:
1. Passive effects don't seem to work if they're added to an item. The only way to get it to work is to create a feature within the item and then add the passives from there.
2. Do you think it's feasible/possible to add a feature that scales the stats of an adversary if their tier was manually increased? This feature is available on some other Daggerheart apps, so thought to mention this idea. There could also be an option to toggle this option off in case anyone would want to do this manually instead.
3. It doesn't seem like Features can be dragged and dropped from one window to another, e.g. from an adversary to another.
4. Self dmg and heal by Adversaries do not seem to work on themselves.
5. Is there a way to enable tooltips when hovering over entries in the Abilities tab? There is at least one extension that does this but works only for the D&D 5e ruleset.
1. A fix is pushed to address this
2. There are some guidelines in the core rulebook, but not solid mechanics. Something in my notes, but not on my TODO list at the moment.
3. A fix is pushed to address this
4. Can't verify. Changing the target for damage and heal actions appear to be doing what is expected. You would have to give me exact steps to replicate.
5. What sort of tooltips are you looking for exactly? If you mouse over the action buttons tooltips do appear.