STAR TREK 2d20

Thread: Class Abilities

  1. #1

    Class Abilities

    It's possible my search-fu abilities are failing me on this as I'm sure it must have been asked before.

    I've reached the point in my campaign where my players have levelled up. When they did the Class Abilities for that level did not automatically appear.

    I'm assuming this is a limitation of the PF ruleset.

    How do you handle this. For instance for the Paladin Lay on Hands do you create a level 0 Spell on the Actions tab for this ability.

    And if this the case is there a guide or document which can help you with this for each of the Pathfinder classes (assuming this is a common task that has been encountered by other referees using FG)
    DMing since 1978, back after a long break
    Ultimate License Holder
    Running Pathfinder Rise of the Runelords every Saturday Night


  2. #2
    Class abilities aren't coded into the Fantasy Grounds character sheet - the class and level fields are mainly there for information purposes (just like on a paper character sheet).

    Yes, I put other abilities such as lay on hands into the Actions tab in the way you've described - first adding a new "spell class" to hold them. I'm not aware of any guide covering this for all abilities of all classes. I don't know how useful such a guide would be, as you'd still have to manually enter all the details yourself.

  3. #3
    Quote Originally Posted by Callum
    Class abilities aren't coded into the Fantasy Grounds character sheet - the class and level fields are mainly there for information purposes (just like on a paper character sheet).

    Yes, I put other abilities such as lay on hands into the Actions tab in the way you've described - first adding a new "spell class" to hold them. I'm not aware of any guide covering this for all abilities of all classes. I don't know how useful such a guide would be, as you'd still have to manually enter all the details yourself.
    True, but as a big fan of code reuse, so if somebody had already done this I wouldn't have to reinvent the wheel and work out what to enter for each ability.

    I just thought that would be useful to have for all new FG Refs.

    I also thought that if you can store them in a mod file so a player could just drag and drop them to the character sheet, but not sure if that's possible.

    EDIT: I was just wondering if the reason that doesn't exist is due to license restrictions
    Last edited by Greygor; July 16th, 2013 at 11:23.
    DMing since 1978, back after a long break
    Ultimate License Holder
    Running Pathfinder Rise of the Runelords every Saturday Night


  4. #4
    It isn't available, not because of licence restrictions (all the info is freely available in the PRD/SRD), but because of the way effects are currently coded in to FG - they can only be added in the Actions tab of the character sheet, not in spell modules, etc. If you'd like to see this changed, go to moon_wizard's wish list - https://fg2app.idea.informer.com/ - and vote for the relevant items: "Add non-spell abilities to the Actions tab" and "Upgrade the Spell library modules to include Effects".

  5. #5
    Quote Originally Posted by Callum
    It isn't available, not because of licence restrictions (all the info is freely available in the PRD/SRD), but because of the way effects are currently coded in to FG - they can only be added in the Actions tab of the character sheet, not in spell modules, etc. If you'd like to see this changed, go to moon_wizard's wish list - https://fg2app.idea.informer.com/ - and vote for the relevant items: "Add non-spell abilities to the Actions tab" and "Upgrade the Spell library modules to include Effects".
    Thanks for the info
    DMing since 1978, back after a long break
    Ultimate License Holder
    Running Pathfinder Rise of the Runelords every Saturday Night


  6. #6
    There is the list of effects that I compiled here, which Blahness98 made into a module that's available here.

  7. #7
    Quote Originally Posted by Callum
    There is the list of effects that I compiled here, which Blahness98 made into a module that's available here.
    Again that's really useful.

    I'm just knew at trying to translate an Ability into the required FG terms to make it work from the Character Sheet and a list of examples like this are great.

    I was working out how to do Smite Evil and was going to test it tonight when I get home. I use a small Gladiatorial Combat game for testing stuff out in and teaching users how to use FG.
    DMing since 1978, back after a long break
    Ultimate License Holder
    Running Pathfinder Rise of the Runelords every Saturday Night


  8. #8
    Quote Originally Posted by Greygor
    I'm just knew at trying to translate an Ability into the required FG terms to make it work from the Character Sheet and a list of examples like this are great.

    I was working out how to do Smite Evil and was going to test it tonight when I get home.
    I have a 10th level paladin - a warrior of holy light archetype in fact - coded in Fantasy Grounds. I'm attaching it to this message so you can see how I have coded the effects for the paladin abilities.

  9. #9
    Quote Originally Posted by lachancery
    I have a 10th level paladin - a warrior of holy light archetype in fact - coded in Fantasy Grounds. I'm attaching it to this message so you can see how I have coded the effects for the paladin abilities.
    That's great, would love to see a thread where people do this, really useful resource to see how others have done what you're trying to do.
    DMing since 1978, back after a long break
    Ultimate License Holder
    Running Pathfinder Rise of the Runelords every Saturday Night


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