Thread: Release v3.1.5
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December 8th, 2015, 20:34 #11If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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December 8th, 2015, 21:08 #12
Supreme Deity
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Actually, we're talking about this internally now, and staffs/rods/wands are not inherently weapons. My gut reaction is that these items are not usable as weapons, unless it specifically states in their description; as this is how the descriptions are written (i.e. that using this item as a weapon is an ability of this item). These items can also be used as an arcane focus (such as Rod of the Pact Keeper and Wand of the War Mage), which is why they show a bonus field. However, this bonus is not
Here are the items that specifically say they can be used as a weapon:
Rod of Lordly Might
Staff of Power
Staff of Striking
Staff of the Adder
Staff of the Magi
Staff of the Woodlands
Staff of Thunder and Lightning
Staff of Withering
We'll have to think about how to enable these as weapons that are added to the Actions tab, without interfering with the way the item forge works.
Thanks,
JPG
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December 8th, 2015, 22:10 #13
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On DMG pg 140 it actually says "Unless a staff's description says otherwise, a staff can be used as a quarterstaff." So for staffs they are almost always weapons. I am not aware of any of the DMG staffs saying they can't be used as a weapon.
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December 8th, 2015, 22:56 #14
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Good point, I didn't see that. We'll take that into consideration.
JPG
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December 9th, 2015, 07:02 #15
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It's probably not too big of a deal, but on most of the roll tables that roll 2d20 (Such as the Vicious Weapon table or the Weapon +1) have an option for 1 when rolling a 2 is the minimum possible result. It shouldn't pose a problem for the item forge, since they are individually listed in a different menu.
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December 9th, 2015, 07:10 #16
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Although I tell my players if they are going to use their spell focus as a weapon, there's the slight possibility on a fumble that 'weapon' will break and will leave the character without a spell focus, which would require the characters to carry a lot of material spell components in exchange.
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December 9th, 2015, 11:18 #17
Thats correct but instead of adding something like 'this staff cannot be used as a quarterstaff' to those specific staffs that can't be used as weapons, Wizards elected to add 'this staff can be wielded as a magic quarterstaff' to those that can? This somewhat contradicts the general statements about staffs. Its for this reason I originally merged the magic staffs in which their descriptions explicitly state they can be used as quarterstaffs with quarterstaffs, and the remaining with a simple staff. However as the type of the magic item is staff the ruleset doesn't recognise it as a weapon (even for those that are), something JPG and I will fix for the next update.
So at the moment the description for the following staffs state they can be used as quarterstaffs.
Staff of Charming
Staff of Power
Staff of Striking
Staff of the Magi
Staff of the Woodlands
Staff of Thunder and Lightning
Staff of Withering
As such, I interpret the remaining staffs are staffs and not weapons; Am I wrong to?FG Project Development
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December 9th, 2015, 11:25 #18If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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December 9th, 2015, 23:56 #19
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I think so. I think the items that are called out all have a bonus +2 or better to hit and damage, except the Staff of Charming. For a magic staff without something specific I would treat it as a magic quarterstaff weapon +0.
The specific text for Staff of Charming puzzles me, though it's the first magic staff on the list so it might just be something they originally had in for every staff and took out when they added the general case for staffs and just missed taking out?Last edited by Griogre; December 10th, 2015 at 00:02.
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December 11th, 2015, 14:01 #20
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Having an issue with the auto update to v3.1.5
I get this error:
Fantasy Grounds Updater
HandleFile
Unable to save file (FantasyGrounds.exe)
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