And now I see this has been reported already, I was just looking at the wrong issue tracker sheet... oops.
And now I see this has been reported already, I was just looking at the wrong issue tracker sheet... oops.
About Reactions: I am guessing this might be a legacy process, so it's functionality really isn't there, but there's a couple of things on this I wanted to add to the Down-the-Road List.
For starters, for creatures and players alike, the "Reaction" check-box on the CT doesn't reset at the start of a turn. I am not sure how many people use this, but as it's there, it might be nice to have it reset at the start of each actor's turn if it is checked.
So in working on the Fighter supplement in the Drag-n-Drop module, I am seeing many more options to increase the size of the Reaction pool. They are specific to certain abilities, so an extra AoO or Shield Block per round for example, but it does mean that having some function to keep track of what's been used will eventually be a boon. I know that in complicated or long combat, my players often struggle to remember which powers have been used for that round.
A crude way to do this is to simple set up a Reaction Spell Tab and let players click and unclick from round to round as reminders, but that's pretty clumsy. Another option is to set up an Effect that has a 1-round duration, so it might look like EFFECT: [SELF] Quick Shield Block (Used) that lasts 1 round. Problem there, it lasts to the start of the round for the triggering enemy's turn. Would need to manually remove the EFFECT each turn.
How have people been handling this (or maybe few, if any, have had to worry about it yet)? Simple old-fashioned memory or note jotting? A better FG technique than I have thought of?
Trenloe: Is some sort of automated approach to at least tracking Reactions use per round been given? Can the check-marked circle be fixed easily? Can it be expanded for additional uses? (Is that part of the CORE?)
I haven't really used the reaction check box simply because it's something I have to uncheck. But I really like your suggestions as well as the extra reaction check box.
I noticed in your future features list a plan for spells that attack versus a DC (not AC as attack spells do). Would that be for automating damage for cases such as the DAZE spell which targets a creature and does mental damage (but spell is not tagged with the attack trait), or ELECTRIC ARC which targets 1 or 2 creatures and does damage (but again is not tagged with the attack trait)?
For Full Plate (or any armor that would have a Dex Cap of +0), it sees the empty (0) field as meaning there's no DEX Cap... so Full Plate is getting the AC bonus plus any applicable DEX bonus.
It seems for the last few weeks Critical Hits have been doing nothing at all. If you click the Critical Modifier you can get the "Roll all dice" version, but just rolling a crit no longer launches the crit dice on its own like it used to.
This is not quite true. A 20 improves the degree of success by one step. If you need a 19 to hit at all, a 20 is still a critical even though you have only beaten the DC by 1. If on the other hand you need a 21 to hit, a 20 changes the miss into a hit.
A 1 does the opposite thing, it makes your degree of success one worse.
All that's true, but when I score a critical hit in combat against a target, it used to apply the effects of a critical automatically, and it no longer does.
EDIT: as usual, it was an extension causing the problem. Apparently, the multiattack in combat tracker ext bugs crits