SF: Initiative ties not working correctly in CT. Enemy with a +2 Init is ahead of a +4 Init PC.
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SF: Initiative ties not working correctly in CT. Enemy with a +2 Init is ahead of a +4 Init PC.
Not sure if this counts as bug or an improvement.
There are a few traps in SF what bascially behave like creatures to a certain degree. They have HP, armour class, resistances and immunities and other fun stuff as per a creature, but they share alot of features like a trap, you find them with a perception, they can be disabled, and the like.
However when you set them as a trap, drop them into the combat tracker and a player targets them, it ignores the values for ACs, it doesn't count HP, and there is no way to set a trap with resistances and immunities.
That'd be an enhancement, but I would create something with AC/HP/Resistance,et.al, as a creature
Hey, I don't know If it's been discussed or not I just encountered it recently. If a creature has damage reduction or resistances of some sorts, there might be a damage type that overcomes this resistance (for excample magic damage). Now I had my group come across a dragon wich has DR 10/magic to put it like in the statblock. In the combat tracker he added the DR fine and gave it magic as a damage type, makes sense so far. One of my players has the Mystic Strike feat and I added the magic type to his weapon like you would normaly. Now the problem I encountered was that the hits of the player with the piercing, magic damage were resisted and all the other physical hits weren't. I did a bit of testing with the dragon himself and sure enougth he resisted his own attacks (which he shouln't) but if I turn of his DMGTYPE: magic effect his damage is not resisted (which it then should be). Sorry for the long text just wanted to make sure I'm understandable.
TLDR: Damage types that are supposed to overcome resistances work opposite to how it should be.
Also, using the "IMMUNE: all" effect does prevent damage but it says vulnerable in the chat result massage.
I think bleeding also needs some changes. Atm bleed damage gets reduced by damage reduction, which I think is not the case rule wise and the "IMMUNE: bleeding" effect of constructs (or in general) doesnt work for me.
Swarm Immunities and Defenses also dont work, altough I don't think that's a bug, prob not implemented yet :)
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