Thread: Pathfinder Dying rules
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July 2nd, 2013, 17:46 #1
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Pathfinder Dying rules
Hi,
I 'm not sure but I think that dying rules are not correctly applied in fantasy grounds, for Pathfinder.
I'm talking about this part of rules : "If your hit point total is negative, but not equal to or greater than your Constitution score, you’re dying."
In FG, a dying character makes a Contitution check to become stable, and dies when his wounds reach his HP +10. like i 3.5E.
Do i make a mistake ?
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July 2nd, 2013, 17:53 #2
Sounds like you're running the 3.5e/Pathfinder ruleset in 3.5e mode. Make sure the "Game System" option under the options menu (check box icon in the top right) is set to PFRPG.
If PFRPG is selected the dying threshold will be set to the current CON of the target.Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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July 2nd, 2013, 21:52 #3
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Well, my game option is set to PFRPG. My characters still make CON checks to become stable , but when they reach their HP+10, FG stops to make rolls.
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July 2nd, 2013, 22:21 #4Originally Posted by Eternall
But, as you have found out, it seems that the stabilisation logic does not take this into account and stops the stabilisation roll at 10.
Looking at the 3.5e ruleset code, in \ct\scripts\manager_ct.lua:
Code:function nextActor(bSkipBell) local nodeActive = getActiveCT(); -- Check for stabilization local sOptionHRST = OptionsManager.getOption("HRST"); if sOptionHRST ~= "off" then if nodeActive then if (sOptionHRST == "all") or (DB.getValue(nodeActive, "friendfoe", "") == "friend") then local nHP = DB.getValue(nodeActive, "hp", 0); local nWounds = DB.getValue(nodeActive, "wounds", 0); local nDying = GameSystemManager.getDeathThreshold(rActor); if nHP > 0 and nWounds > nHP and nWounds < nHP + nDying then local rActor = ActorManager.getActor("ct", nodeActive); if not EffectsManager.hasEffect(rActor, "Stable") then ActionDamage.performStabilizationRoll(rActor); end end end end end
Code:function nextActor(bSkipBell) local nodeActive = getActiveCT(); -- Check for stabilization local sOptionHRST = OptionsManager.getOption("HRST"); if sOptionHRST ~= "off" then if nodeActive then if (sOptionHRST == "all") or (DB.getValue(nodeActive, "friendfoe", "") == "friend") then local nHP = DB.getValue(nodeActive, "hp", 0); local nWounds = DB.getValue(nodeActive, "wounds", 0); local rActor = ActorManager.getActor("ct", getActiveCT()); local nDying = GameSystemManager.getDeathThreshold(rActor); if nHP > 0 and nWounds > nHP and nWounds < nHP + nDying then local rActor = ActorManager.getActor("ct", nodeActive); if not EffectsManager.hasEffect(rActor, "Stable") then ActionDamage.performStabilizationRoll(rActor); end end end end end
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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July 2nd, 2013, 23:47 #5
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Good job on spotting that bug!
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July 3rd, 2013, 01:09 #6
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Really Thank you Trenloe, it works perfectly now
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