Select "No" and it will change to legacy. I'll review changing the wording of the message.
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Ah. Thank you.
Is there a date for release of Player Core 2 for FGU? And will the ORC module be released at the same time?
Xargun
While rebuilding some characters for my players I unfortunately recognized a few things the player core 2 is missing:
The monk chargen tracker doesn't give the key ability choose option and so there is no free ability boost as well.
The Barbarian is missing its level 3 "Furious Footfalls" class feature.
The Barbarian Rage feature is granting a -1 to Armor Class (probably a hold over from old rage)
Huh, there wasn't any post in the official conversion status thread, so I thought it wasn't out yet.
Have I mentioned that I love you?
Thanks. :)
Player Core 2 issues:
Many of the classes from Player Core 2 are assigned a feat at level one, but this feat is not given at level one.
Alchemist is missing being assigned Alchemical Crafting on class assignment.
Attachment 61496
Attachment 61497
level 1 feat, and alchemical crafting not being assigned in class definition:
Attachment 61498
The problem extends to Barbarian, Champion, Investigator, Swashbuckler for the missing first level feat, I have not investigated if any other innate feats such as Alchemical Crafting are missing from these classes.
I am trying to setup alchemic bombs as items (weapons) but whenever I add them to a PC's inventory it does not pick up the Alchemical Bomb skill when you look on the Actions tab. I have tried several variations of the Group and SubCategory. Can someone enlighten me to the correct text to make this work?
Xargun
I usually create a Spellcasting class on the Actions tab and manually create "spells" for these. However, I believe the new / correct way of doing this is to make them Activities. I think if you look at the Elixir of Life in the Player Core, you can see how as soon as it is in your inventory, it creates an Activity on your Activities tab to use it.
Player Core - ORC has the wrong amount of damage listed in the spell for Arctic Rift. Just noticed it tonight while setting up an item for my group to use that has that spell. It says 5d8 when Archives says it does 12d8.
Xargun
The damage is calculated based on the spell slot it is prepared in as the damage changes when heightened - see the screenshot below. Looking at the spell in isolation (i.e. outside of a spell slot) won't give the accurate damage. When the spell is added in a rank 8 spell slot, the damage is 12d8.
https://www.fantasygrounds.com/forum...chmentid=61813
for me there are two ways to use it. First Prepare the Bombs in the Action Tab as "Spells" like before, or you can use the Extension i Created and throw they over the activity Tab. My personal Favorit to play the Alcemist is with the Prepared Spells for the Daily Usage and the Activity Tab for Formular Book. Please check up that zero count items are not removed. In my Actual Campain i Play Bard i canīt test how it feels to PLay this Way an Alchemist.
https://forge.fantasygrounds.com/shop/items/1878/view
On this note, a UI request:
If a damage entry for a spell has no dice or static damage bonus but is instead entirely a multiplier of CL/SL/etc (for example: 2 x CL fire damage), then when viewing the automation entries in the spell outside of a character sheet, the damage entry will be entirely blank and not even show the damage type. I assume this is because the calculation runs "2xCL -> CL is 0 -> 0 damage -> don't display damage type", or something like this.
This also happens if there is a negative dice modifier that matches up with the amount of dice per caster level. For example, if a spell deals 1d6 fire/caster level, minus 1d6, the damage entry will show as blank with no damage type.
This can make it easy to miss an incorrect damage type when building spells, something that has happened to me a time or two. For example normally if you misspell "electricity", you can tell you messed up because the damage type will be blank. But in this situation you won't know it's wrong until you actually add the spell to a character.
It would be nice if the automation entry always showed the damage type, even if it thinks the spell is going to do 0 damage (just displaying "0 fire" instead of nothing, for example).
That's specifically coded to not show entries that don't apply. I'd need to code exceptions for spells that aren't in a PC/NPC sheet. I'll consider it for a future release, but it's going to be a low priority, so no guarantee iff/when it will be implemented. In the meantime, the best practice is to test your spell coding within a PC/NPC spell class.
This might not be the correct place to put this, And I know it's kind of silly... but as I am building my first 2E game (our 1E game is still wrapping up) I am learning all the changes that have happened in Fantasy Grounds to play 2E on the system
But every time I look at this it bugs me
Attachment 61960
;)
It's like the ago old reason that rogues wear leather armor... It's made of hide :D
Updated today: https://www.fantasygrounds.com/forum...mber-24th-2024
Sorry if this was already asked or if is not the place to ask this. Is PF2 Player Core 2 going to be added to the ORC module? Or only Player Core is part of it.
Last I've heard Player Core 2 is going to be added, but there's not an ETA currently on when.
That's great to hear !
On a completely different subject, I was wondering if there was plans to add Advantage/Disadvantage to the PF2 rules
It's of course a core part of DnD, and it's also integrated into Pathfinder 1E
My new PF2 game has a Witch character who uses the Sure Strike spell (The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result.) and the automation in the spell book is written out as - Sure Strike; Fortune - So I assumed that you guys are planning on adding it using the PF2 naming of Fortune instead of Advantage/Disadvantage
Just curious, I love Fantasy Grounds game automation and I go out of my way to make sure all my players and myself have everything automated to the teeth, I like to know all the effects are being handled, modifiers, bonuses so we can focus on choices and not book keeping. It's what bogs down my at home game of PF2 I run with my son and friends. Making sure you have counted every bonus or penalty can make combat slow down, where my games in Fantasy Grounds are so much more headache free because you all have worked so hard on making this a wonderful gaming tool
Thanks for your time !
Hello
Fortune is a trait in PF2e.
https://2e.aonprd.com/Traits.aspx?ID=612
I know it is a trait, I wasn't asking that
In Fantasy grounds there is automation in the software that when a spell effect or other effect has the Fortune trait (In the DnD and Pathfinder 3.5 rulesets it's called Advantage/Disadvantage) Fantasy Grounds will automatically make both rolls, then select the winning roll for the action taken
I was asking if there was plans to integrate this automation into the PF2 system which is lacking this specific automation
I have tried using the same automation coding that the DnD ruleset uses to automate it, but it does not function in PF2
For example
Effect: ADVATK
Effect: DISATK
That would be inappropriate because many Fortune effects don't actually work that way in Pathfinder 2E.
For instance, if you burn a hero point for a reroll, that's a fortune effect -- and you use the result of the reroll even if it's worse. The same goes for Halfling Luck. Devise a Strategm is a fortune effect, and it only involves a single roll. Assurance is a Fortune effect and doesn't involve a roll at all.