-
February 16th, 2016, 00:36 #21
This is completely different and really not at all what this was put together for.
Having said that, in theory you could do it - but there could be all sorts of timing issues. The GM would need to override the player roll before they do their roll. Then, what happens if they roll something different and the override dice is used but isn't what you want. Or another player does an attack roll (or another roll) and picks up the override, etc., etc.. A lot of coding to do, with too many potential issues that could lead the PCs to knowing that you're overriding their rolls. Once they know you can do it then they'll always question their rolls in future. "Don't mess with my rolls man!"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!
-
February 16th, 2016, 23:42 #22
- Join Date
- Jan 2016
- Posts
- 13
Little lambs...
-
February 19th, 2016, 15:03 #23
- Join Date
- Sep 2014
- Location
- Madison WI
- Posts
- 64
I like how this could be used to apply the Portent ability of the Divination Wizard
-
February 20th, 2016, 05:19 #24
- Join Date
- Oct 2015
- Posts
- 21
Could a 2nd option be added to force the roll on Saves. My players like to roll there own save and having the option to force a success when they succeed on the manual save for half damage in most cases would be very helpful.
-
February 20th, 2016, 15:08 #25
- Join Date
- Jun 2013
- Location
- Isanti, MN
- Posts
- 2,922
I have my players roll their saves in the tower. If I want to force a success (or failure), I just tell them, regardless of what they rolled. They'll never know unless they hack my home network and download the chat logs...
-
February 20th, 2016, 21:01 #26
Just remember, since saves aren't against an AC or anything, they can simply roll their save, and you apply damage if they succeed or fail.
If the spell/save is a half damage on success, simply open the icon in the top right that looks like -/+ which is your modifier window, and select the "half" button before you roll damage if they succeeded.
Picture guide:
NPC chooses to attack player with Shatter.
Player rolls manual save: https://puu.sh/nfeOR/c37d643803.jpg
Let's say for arguments sake he fails, proceed to open this window: https://puu.sh/nfeSv/e5f1b45052.jpg
Click the "half" button: https://puu.sh/nfeUd/e6a8bb60e4.jpg
Roll damage, sit back in absolute satisfaction as it rolls and halves it naturally: https://puu.sh/nff24/0fb32bd8a4.jpgOngoing Campaigns:Zeitgeist Adventure Path|:|4e Tyranny of Dragons || Finished Campaigns:Tyranny of Dragons|:|Rage Of Demons
-
February 21st, 2016, 02:21 #27
- Join Date
- Oct 2015
- Posts
- 21
Thank you spite. I had no idea that there was a modifier window. This has helped me a great deal.
-
March 10th, 2016, 09:14 #28
This doesn't work for me now. Is there any reason?
Ongoing Campaigns:Zeitgeist Adventure Path|:|4e Tyranny of Dragons || Finished Campaigns:Tyranny of Dragons|:|Rage Of Demons
-
March 10th, 2016, 09:33 #29
-
March 10th, 2016, 09:39 #30
Hahahaha, Damn, no 90% critical rate on my monsters anymore!
Ongoing Campaigns:Zeitgeist Adventure Path|:|4e Tyranny of Dragons || Finished Campaigns:Tyranny of Dragons|:|Rage Of Demons
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks