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  1. #441
    bmos's Avatar
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    Seems like the latest Token Height Indicator just broken compatibility with your extension.
    https://www.fantasygrounds.com/forum...l=1#post618835
    bmos' extensions
    he/him | Discord Tag: wil.thieme#3396

  2. #442
    Quote Originally Posted by Kelrugem View Post
    [/LIST]

    I have added this list to the third post such that I do not get lost with what I want to add in the next update of the big extension (but no guarantee)

    If you ever think there is something missing, then please let me know

    About the opposed skill stuff: I am currently adding a lot of homebrew thingies to my campaign for making martial arts way more attractive (like parts of https://dnd-wiki.org/wiki/Tome_of_Pr...5e_Sourcebook)), hence, I am still thinking about the "best" implementation of opposed skill rolls depending on what feats and stuff players and NPCs can have. If something is completely homebrew and not reflected in any official source, then I would not add such a mechanic to my big extension of course (maybe instead release a separate extension for my homebrew thingies).
    With that I want to say: If you have anything to say what I would need to think about the opposed skill roll stuff, then please let me know (again) I know that Svandal had once some suggestions, but I may need to find these posts again

    But: The opposed skill roll stuff probably takes a lot of work, so, do not expect it too soon (depends on once my current life is a bit more structured such that I feel well enough again to spend time on coding)
    For making melee more fun I really liked tome of battle book of nine swords in 3.5. that book also has a lot of opposed skill rolls 

    We are waiting eagerly for your opposed skill rolls stuff, it will be awesome. There are several things we dont use because it slows down the game without automation. My suggestions are:
    Make the opposed skill rolls work with if and ift effects.
    Opposed skill checks can include your spell tags for bonus vs them, see example
    Make is see how many times we have beaten it by 5, like hit by +5, hit by +20, miss by +10, like bmos ammunition manager. Or make it work with that extension.
    When choosing skill we can choose every skill in the skill tab like knowledge religion or custom made skills
    Static modiferer multiplied by Choose skill or cmb or caster level + field for static modifier + ability core modifier VS static modifier multiplied by opponents skill or cmd or AC or HD or CR +static modifier + opponents ability score.
    There might be more options that is neccessary that I am missing here


    Examples of use
    Feint: bluff vs 10 + BAB + wis modifier

    Demoralize: fear effect. Intimidate vs 10+HD wis modifier

    Knowledge vs monsters. Knowledge vs 10+CR

    Climb vs cmd, I get bonus based on how big they are (here is why ift: size effects are nice to have)

    Ac bonus feat cant remember name: sense motive vs AC

    Dont provoke AOO while moving: acrobatics vs CMD

    I will post more if I remember them.

    Edit: added feature how much we beat the opposed roll by
    Last edited by Svandal; September 6th, 2021 at 06:22.

  3. #443
    Quote Originally Posted by Svandal View Post
    For making melee more fun I really liked tome of battle book of nine swords in 3.5. that book also has a lot of opposed skill rolls 

    We are waiting eagerly for your opposed skill rolls stuff, it will be awesome. There are several things we dont use because it slows down the game without automation. My suggestions are:
    Make the opposed skill rolls work with if and ift effects.
    Opposed skill checks can include your spell tags for bonus vs them, see example
    Make is see how many times we have beaten it by 5, like hit by +5, hit by +20, miss by +10, like bmos ammunition manager. Or make it work with that extension.
    When choosing skill we can choose every skill in the skill tab like knowledge religion or custom made skills
    Static modiferer multiplied by Choose skill or cmb or caster level + field for static modifier + ability core modifier VS static modifier multiplied by opponents skill or cmd or AC or HD or CR +static modifier + opponents ability score.
    There might be more options that is neccessary that I am missing here


    Examples of use
    Feint: bluff vs 10 + BAB + wis modifier

    Demoralize: fear effect. Intimidate vs 10+HD wis modifier

    Knowledge vs monsters. Knowledge vs 10+CR

    Climb vs cmd, I get bonus based on how big they are (here is why ift: size effects are nice to have)

    Ac bonus feat cant remember name: sense motive vs AC

    Dont provoke AOO while moving: acrobatics vs CMD

    I will post more if I remember them.

    Edit: added feature how much we beat the opposed roll by
    Thanks a lot I will bookmark it

  4. #444
    bmos's Avatar
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    Quote Originally Posted by Svandal View Post
    Make is see how many times we have beaten it by 5, like hit by +5, hit by +20, miss by +10, like bmos ammunition manager. Or make it work with that extension.
    For how much you beat the roll by you can absolutely steal my function from Ammunition Manager:
    https://github.com/bmos/FG-Ammunitio....lua#L272-L278
    https://github.com/bmos/FG-Ammunitio....lua#L109-L122
    I've yet to see a need for more granularity than 5, 10, etc and that way it doesn't give away the exact DC.
    Last edited by bmos; September 14th, 2021 at 21:25.
    bmos' extensions
    he/him | Discord Tag: wil.thieme#3396

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