Thread: Conditions in the Actions Tab
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June 21st, 2018, 00:27 #1
Conditions in the Actions Tab
Does anyone have any examples of using conditions in the actions tab? They are mentioned in the 3.5 Effects instructions but there are no real practical examples of how to set it up.
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June 21st, 2018, 01:29 #2
Setup an "effect" action with the name of the condition. e.g. "Blinded".
Right-click on a "Spell" entry (just think of a spell as an ability in this case), select Add Spell Action -> Add Effect. Click the magnifying glass to the right of the new, blank effect entry and enter the condition name in the "DESCRIPTION / CONDITIONS / MODIFIERS" field.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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June 21st, 2018, 01:31 #3
You can also apply a condition in game by dragging the relevant condition button in the effects window to the target in the CT.
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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June 21st, 2018, 21:44 #4
I finally found what I was looking for. So now I can create an effect for a weapon with the Bane ability. For example.....
Bane; IFT:TYPE(outsider); DMG: 2d6
Something like that. It's saying if the thing you attacked is of the outsider type then do another 2d6 damage. You can leave that effect on and anything you hit with that weapon will take normal damage unless it's an outsider. Then it will add an extra 2d6.
Bear in mind I'm writing this from memory and may be getting what Bane does a little wrong but you get the point. This could be used in a number of ways. Weapons with the axiomatic enchantment would work in the same way basically.
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June 22nd, 2018, 03:58 #5
OK, so you wanted effects, not "conditions": https://paizo.com/pathfinderRPG/prd/...tml#conditions
There are many effect examples here: https://www.fantasygrounds.com/forum...ffects-libraryPrivate 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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June 22nd, 2018, 05:16 #6
Here is some examples from my campaign.
FGEffectActions.gif
Hey how do I get the above image to show up in the post and auto play like on Ken L's "Advanced Combat" thread?Last edited by mr900rr; June 22nd, 2018 at 05:49.
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June 22nd, 2018, 05:30 #7
Sorry, the way I worded that was confusing.
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June 22nd, 2018, 05:31 #8
I was trying to do "If this, then that" type of effects.
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June 22nd, 2018, 05:32 #9Private 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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June 22nd, 2018, 05:51 #10
Thanks again Trenloe.
I haven't done a lot with the conditional effects yet but this would be an example... VSUndead; IFT: TYPE(undead); DMG: 1d6, radiant ..like the bane one you did above.
I think the 5E effects page gives better detail on them look at at here https://www.fantasygrounds.com/wiki/...onal_Operators just to get an idea.
Or are you asking how to actually make it on the character sheet, example below.
Last edited by mr900rr; June 22nd, 2018 at 06:56.
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