Adding STR at 5th level to bring a rogue up from 8 STR (-1) to 10 STR (0), the leather armor is still applying the STR 10 check penalty of -1. Workaround deselected armor penalty.
Adding STR at 5th level to bring a rogue up from 8 STR (-1) to 10 STR (0), the leather armor is still applying the STR 10 check penalty of -1. Workaround deselected armor penalty.
There is another upcoming instance of RS2.020, the Gods & Omens book adds the weapon trait Ranged Trip. Using the hyphenation workaround for now.
Thanks for the info and reminder. I noticed this also while doing some module development this weekend (on the Bestiary deros). Going to have to bite the bullet and convert everything to use commas, but still support comma-less traits lists for legacy data (probably do a one off conversion via the ruleset VersionManager).
Hey, I was trying to add the action icons for spells using [[R]] in the casting section but it just shows a blank. What am I doing wrong?Attachment 32238
I am in FG Classic, and I'm trying to add the Armor Proficiency general feat to a Sorcerer character, and I'm getting a pop-up window titled "Console (GM)" and this text:
Then, in the character's Abilities tab, under Feats, there are 2 new items titled "Armor Proficiency" with the Level of 0. And the character's AC still reflects that he is not proficient in light armor.Quote:
Script Error: [string "scripts/manager_gamesystem.lua"]:396: attempt to compare nil with number
Script Error: [string "scripts/manager_gamesystem.lua"]:396: attempt to compare nil with number
Oh I see. Thank you for the swift reply.
If it helps, here are the direct codes you can enter in to FGU for the symbols:
1-Action:
2-Actions:
3-Actions:
Free Action:
Reaction:
This looks weird as the forum posting isn't showing the symbols correctly but I did verify that if you copy the appropriate square using CTRL+C and then paste it into the casting block using CTRL+V, it works.
Note that this works in the Abils text boxes of the NPC, as well.
Thank you!
Feature Request -
It would be great if, as a GM, when I open a character sheet I can click the name and a dropdown menu appears, where I can pick a different member of the party.
If I'm in the Actions tab of Character #1, I can then easily jump to the Actions tab of Character #2.
Interesting idea.
This wouldn’t be in the PFRPG2 ruleset, this would be in the underlying CoreRPG ruleset. Please review and if not there already add to the FG wishlist: https://fg2app.idea.informer.com/
There is problem with how crits work in PF2e. Crits should just double your normal damage then add deadly dice. But how crits work rn is more like an optional rule if you have low amount of dices.
Edit: Nvm i found that it's already reported
Yep, looked there before you've replied, thanks for answering though c:
Perception is not a skill. This is an important distinction to make for any effects which apply to skill checks, but not Perception. Spells such as Guidance and Heroism distinctly call out Perception as a separate entity from skill checks, while effects such as Imperial Sorcerer's Blood Magic effect and spells such as Competitive Edge, Delusional Pride, and Diabolic Edict which affect skill checks should not affect Perception checks due to Perception's distinction from skill checks.
Yep Its not, It was just put in there as mechanically (as far as FGC is concerned) it works the same. It will probably be taken out from skills and given it own little area in a future update. Trenloe is aware
Welcome to the FG forums!
"Ditto" for my reply the first time the request was posted. See post #417 above.
It is a suggested feature, to increase visibility, upvote it. https://fg2app.idea.informer.com/proj/?ia=132461
Welcome to the FG forums TheSs7SsN!
What Willot mentions, this will be in a future update. It's been discussed before, but I haven't previously logged it as a specific issue with the ruleset. Logged as RS2.085 - for the next release (Release 14) I've added a PERC effect that only applies to perception checks, and the SKILL effect won't apply to perception checks.
Typo. The "Jotun" language is misspelled as "Jotan".
Apologies if this is asked and answered earlier, but I'm just joining the thread (having just obtained FGU)... and 43 pages is a lot to go through!...
Are there plans to include weapon proficiency capabilities in the foreseeable future? (specifically, applying proficiencies when calculating attack/to-hit bonuses... etc.)
Welcome to the FG forums!
The ability to assign a proficiency to an attack is built into the weapon entries in the actions tab. Click the magnifying glass to the right of each entry to open the weapon details and set the proficiency there.
At some point weapon proficiencies will be implemented similar to the armor proficiencies. They're a lot more complex than armor proficiencies...
Hi Trenloe,
I don't know if there is already an existing way - but if not - are there plans to be able to define effects on a critical roll? For example, on a critical roll, add 1d6 fire dmg? There are also weapon traits which result in various additional dice rolls on top of the usual x2 damage.
Critical specialization etc. will be available at some point. But not for a while yet.
Weapon traits are already taken into account. Info here: https://www.fantasygrounds.com/wiki/...m_Sheet#Traits
You can use effects for extra damage not covered by traits.
Thank you for the information and the link.
Can effects be added to items (weapons), such that when they auto-create an action, the effect is in the action? If not, is it possible to add effects to Weapon actions? The only place I have worked out where to add an effect for a weapon is using the Combat Tracker (manually adding the necessary effect immediately before the roll, with an Expenditure set to Next Action. Is this right?
Thank you for all your help.
Effects can't be attached to weapons. And, effects need to be active in the combat tracker for them to work.
You can create a new spell class in the action tab - but it won't be used for spells - call it abilities, weapons, or whatever you like. Add a new "spell" and name it after the action it relates to (e.g. the weapon name if it related to a weapon). Then right-click on the spell, select add action -> effect to add an effect entry. Then you can edit the effect entry - and click the effect icon to apply the effect in the CT.
Trenloe,
I'm running into some issues with the parser on FGU Pathfinder 2nd Edtion Release 13. From what I've read and understand, Release 14 should fix a few things that should make running Pathfinder 2nd in FGU a tad easier. It seems that Release 14 will take a bit longer and it made me wonder if it's worth continuing my campaign in the Test Channel to access that particular release. Otherwise, I'll stick to FG Classic for longer but I had hoped to be able to cancel the Classic subscription in April.