The ruleset *should* pick the highest appropriate resistance, but it's currently not doing that correctly (a bug I need to fix).
I wasn't able to get the Clumsy condition to work. I tried all four combinations of cased/all lower, and with/without colon and I wasn't seeing anything in the chat window when rolling Stealth, Trickery, or just a raw Dex check from the front page.
Also, as I was trying to confirm all this, it seemed like ranged weapons on the actions tab were always using STR for the attack bonus regardless of whether I had "Base", "STR" or "DEX" selected as the applicable attribute.
If it doesn't repro for you, I can try it again tonight when I get home.
I didn't see anything like either of these two in the spreadsheet.
EDIT: woops, the clumsy part is being tracked, 2.013
Clumsy hasn't been coded yet. See RS2.013.
I can't recreate this when dragging weapons to the inventory page, which auto creates weapon entries on the actions page. I did notice that when adding a dagger the melee entry (a melee and ranged entry is created for dagger) was using the dexterity modifier, even when the strength modifier was higher - but this is probably to do with the finesse trait, which I'll investigate. Finesse trait issue logged as RS2.049.
Pretty sure I just created a new weapon directly in the actions tab. But again, I will try to get a solid repro tonight.
I know Clumsy is being tracked, but is there a good workaround for now? I can apply AC: -1, but DEX: -1 doesn't work, otherwise I'd just use that until the effect works properly.
Currently the direct ability modifier effects are based off the PFRPG effects of temporarily modifying the base ability score - and this only made a difference if it was in steps of 2 (Pathfinder 1 rules). I haven't decided whether to change the ability effect to directly change an ability modifier (e.g. DEX: -1 will be an untyped penalty to Dexterity based checks) or to keep it modifying the base ability score (if there's anything in PF2 that actually does that) and add a new effect that directly changes the ability modifier only. This is all part of the ongoing review of effects and conditions.
As it is at present, you can simulate an untyped penalty by doubling the penalty value (effectively reducing the ability stat by 2 for each penalty point). So, currently, to give a -1 untyped penalty to Dex, use DEX: -2 weird, I know but there is logic behind it based on the PF1 legacy code.
Thanks for that. Just using DEX: -2 is working fine for a clumsy workaround right now.
Another question, this one has me stumped.
If I have my rogue deal 1d6+1 piercing damage to a skeleton guard who has resist 5 piercing, it works fine. If I roll a 6+1 for 7, it'll resist 5 and take 2.
However, if I drag my sneak attack effect onto the rogue, which is set up with DMG: 1d6 precision then it seems to break.
If I roll 6 (weapon) 3 (sneak attack) +1 = 10, it says the skeleton resisted all of it. I can't seem to figure out why that is.
Gotcha, thanks! Just FYI, it's not just applying resistance separately. It's actually only applying the resistance to the most recent one it sees I think.
In my example, I dealt 7 piercing and 3 piercing/precision damage, and a skeleton with 5 resist pierce took 0 damage. If it was applying to each it'd have dealt 2, then 0. But it just dealt 0.
Hi, I really don't know if it's a bug or not, but I comment. When you try to distribute the gold among the characters, if it is less gold than the number of players, the program is not able to distribute that gold transforming it into silver. Obviously it is easy to do it manually before distributing.
The PFRPG2 ruleset doesn't have any specific code for this, it's all in the underlying CoreRPG ruleset. If any of the coins is less than the number of players (PP, GP, SP, CP) then they won't be distributed. The code will basically distribute in blocks equal to the number of PCs in the party sheet - leaving a remainder if not equally divisible. So, if the initial amount in any of the coin fields is less than the number of PCs you're left with 0 coins distributed and the remainder remaining.
For those who like to keep track of the actual coins that people are carrying (for encumbrance, etc.) this is an accurate way of doing it. For those who don't care about that, as you say, you can manually convert the remainder to lower denomination coins and distribute again.
Hey Trenloe,
The DMGS feature is terrific. Tested that out this weekend. However, we also need an ATKS to match it. I am not sure about spell powers, but I know at least a couple Mutagen types either effect Spell Attack or Weapon Attack bonuses. I think a quick differentiation using the same structure as DMG/DMGS would be perfect :)
Edit: Just occurred to me that we'd also need a new entry in the Spells/Powers tab on actions to have a SPELL attack, too, since it currently only allows {blank or none}, Melee, and Ranged.
I'll add spell to the [range] option (currently melee or ranged) to the ATK effect, as I think this would better handle the situation in the same effect (ATK) rather than adding a new effect for an edge case.
This was actually implemented, but the strings aren't displaying - the blank options you mention should be displaying melee spell and ranged spell. I'll look into why the string resource file hasn't been updated.
I don't know if it's something I'm doing wrong or not. I've been testing some IFT: CUSTOM() with effects and I noticed ATK modifier doesnt seem to work. I manage to get it working for AC, DC, SAVE and DMG. The exact effect i used was "IFT: CUSTOM(Prey); ATK: 2" on attacking creature, with an effect "Prey" on my intended target. Even just regular effect targeting didn't work with the ATK modifier.
Might be just something I'm doing wrong as I'm just starting exploring possibilities.
Thanks for reporting.
The issue appears to be with untyped ATK effects. ATK:2 won't even work. But, ATK:2 status will, as will IFT: CUSTOM(Prey); ATK: 2 status - i.e. there is the bonus type added.
I'm guessing your bonus probably has a bonus type? If so, use that and see if it works. In the meantime I'll investigate why untyped ATK effects aren't working. Logged as issue RS2.051.
An enhancement to the attack dialog setup that I would like to see is a way to attack DCs other than AC and to make attacks with skills other than weapons. I know this would be a UI mess, but being able to automate things like grapples and feints would be great. So in addition to the melee and ranged selector, there would be skill (which would need another selector probably for the specific skill). Then there would need to be another selector for target DC (fortitude, athletics, perception, etc). This is a bit pie in the sky wishing, but maybe it can go on the maybe radar.
I did a quick search of listed issues and didn't spot this one...
Because you pick your final 4 bonus attribute points during character creation, after the choice of class, a stat boost in say INT is not taken into account on the creation tracker for the extra mod point added, so the count of additional skills you get is wrong.
Example: Character picks Elf, scholar, wizard. Boosting INT in every step. This means the 1st level character has an INT of 18. This means that they get to pick Arcana and 6 (2+INT Mod) extra skills to be trained.
Because the TRACKER is making this check before the final attributes are determined, it is showing pick 5 extra skills to train.
- Robert
I recently changed the order from the order in the playtest to the new order specified in the Core Rules. I'll make a change to the wording, and this will be covered off in a future release as there's a few things that get mentioned earlier in the process that can adjust based off boosts taken later (bonus languages, for example).
Logged as RS2.054. Thanks for reporting.
Multiple damage lines on a single damage count as multiple weakness
Attachment 28981
The goblin burn it! gives extra fire, but pretty sure it should add to the base fire damage and weakness should only count once.
I could not enter as one damage line because it needs to be 1d4+WIS+CL/2 which is not possible to enter. Even if it was possible the CL/2 is a status bonus so needed the separate line.
(For this combat they was caged and the goblin ended up cooking dinner faster than expected.)
Hey Trenloe,
In working on barbarian, there is at least one instance where a WEAK effect of ALL would be appropriate. For the duration of the rage, the barbarian takes 2 extra damage from all sources. It seems to me that just having a WEAK: 2 circumstance, all would be better than just constantly tagging 2 extra damage to foes or having damage delivered or changed of 2 where other aspects (such as resists, etc) might make it important to have all the damage combined into one delivery.
I want to say that I've seen other instances of this sort of process, but this one was right there in front of me as I worked on it. Hopefully, the code for having a weakness effect to capture everything is still easily available.
I don't think that Weakness all is a good way to handle this. Weakness effects don't stack (Core Rules page 453) so if there was a higher weakness that applied to the attack, that would be applied and the weakness 2 all (in this example) would be ignored.
Can you provide an exact example please? I'd like to think this through.
Sure. Yeah, I was trying to figure something out. Here's what we have:
COME AND GET ME [one-action] FEAT 10
BARBARIAN CONCENTRATE RAGE
You open yourself to attacks so you can respond in turn. Until your rage ends, you are flat-footed, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is flat-footed to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of your rage.
So for my wife's Clumsy: 1 Giant Instinct Barbarian we've been using the below text since Clumsy still isn't working on its own.
Clumsy; DEX: -2
However, in tonight's session it wasn't working on any DEX checks, AC, etc like it should. Any idea if something changed to break this, as it was working before as a workaround for the Clumsy condition.
Also noticed Dazzled doesn't apply the 5% miss chance the way the Concealed modifier does.
Trenloe:
Let me preface this by saying.. I could be just bemusingly daft (my wife would say this has been on my personal combat tracker for over 26 years now).
I cannot figure out how to add different "levels" to Focus Spells. Everything shows up at Level 1. I've tried various tricks to change this, but it all still falls into the "level 1" category.
Focus spells have a level. They are automatically heightened to half your level, rounded up. You don’t prepare them at any level, or list them at any level - so there’s no need for multiple level headers. In fact, the banner shouldn’t even show "level 1", but there is an ongoing issue where it can show up for new focus spell classes. This should go away after a restart of the campaign - so it should only be an issue when first adding a focus spells class to a PC or NPC.
Ah ha! That makes sense. It was setting the banner with the level label that had me thinking.. why, that's quite confusing.. are there supposed to be level separators? Thanks for the info!
In creature weaknesses, can you add "critical hits" to the list. For unkillable zombies, and such.
[Moved to the ruleset thread]
This is covered by the critical damage type - see the damage type lists under the modifier table here: https://www.fantasygrounds.com/wiki/...ects#Modifiers
Tren: When it comes to weapons (and creature attacks) with the Backstabber trait, do you have any plans on automating the bonus precision damage for creatures tagged as Flat-footed? Or should that be considered in the hands of the players when it comes to adding that additional damage.
There's a bunch of times when creatures can be flat-footed and feats that stop you being flat-footed. So this will never be something that can be 100% automated. I’m not ruling out more automation for weapon/attack traits at some point though, but for the foreseeable future this should be handled manually.
I kind of figured that, thanks for the clarification. I had set up quick toggle effects to implement this, along with things like Forceful, but didn't want to be too redundant if you were actively working the code in.
On the topic of manually adding damage to the combat tracker, would it be possible to add an option where you can type the manually calculated damage in a popup field, so that FG will subtract it? That way the GM doesn't need to do error-prone arithmetic in the heat of battle :-)