Thread: Accurate stats Pathfinder 1ed
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October 30th, 2019, 17:55 #1
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Accurate stats Pathfinder 1ed
Hello,
One of the main complaints my players and I have had for years now is inaccurately reported statistics once effects and buffs have been applied.
Now that the group is up to 14th level this is becoming a huge issue that is eating up copious amounts of our sessions.
At this level of play, its nothing to have 7 or 8 buffs plus 3 or 4 debuffs running in a major battle. Figuring out what your stats are, and in fact if the effect is accurately applied is a nightmare.
I had hoped this was going to be addressed in Unity, but in playing with the Beta build I see the exact same scenario.
My thought is that behind the scenes in the code, there has to be a routine that is calculating the accurate info at some point, as it is needed for an attack / save / etc.
Does anyone have any idea's on how to go about showing this info to the players and gm?
Also I raised this a few years ago and the reason i was given for it not being there was conditional situations. But all I care about is the non situational scenario's.
Any direction or help would be greatly appreciated!
Cheers,
Jared
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October 30th, 2019, 22:14 #2
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We have not had any reports of situations where the rolls don't correctly reflect the effects applied to them. Do you have specific examples of roll and effect combinations that are not working?
Regards,
JPG
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October 30th, 2019, 22:25 #3
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Moon Wizard,
Its less about the total's being inaccurate than it is about the effects not being accurate. Which then begins a process of auditing the effects. My players all run Hero Labs in tandem with FG, and apply buffs etc to their HL character sheet. They can see the stats there, and know that everything is applied correctly.
In FG, you cannot at a glance see if everything is applied properly. If you could see non circumstantial bonuses applied, you would know immediately that there was a problem. This is exacerbated by how clumsy it is for players to manage their own buffs (essentially they can't, so I guess its not really clumsy, its just missing).
Jared
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October 30th, 2019, 22:29 #4
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To put it another way:
If I want to figure out my AC I have to go to my character sheet, see what I hard set in my character sheet, then I need to go to my effects, and go one by one, adding each effect up and eventually get to my current actual AC.
The current system works fine I guess in low level play when a couple effects tops may be in play.
At high level play though, you can have a dozen effects in play. And the perks for those buffs may be as much as 15 or 20 points of AC increased over the stats on your character sheet.
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October 30th, 2019, 22:43 #5
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Players can manage their own buffs by removing them from the combat tracker directly.
I understand what you say about visibility of "totals with effects", but it's not something we've had the time to explore and figure out how much work it would be. Given the FGU beta process, it may not be anytime soon unfortunately.
Regards,
JPG
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October 30th, 2019, 23:21 #6
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Moon Wizard,
How do users remove their own buffs? I see no option in the combat tracker for them to do so.
2019-10-30 6-20-09 PM.png
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October 30th, 2019, 23:46 #7
Players can only remove effects they have added themselves. If added by GM, then they can not remove them.
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October 30th, 2019, 23:56 #8
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Alternatively, they also can't remove them if another player added them.
Which basically means they cannot maintain their own info as you usually have one or two party members casting the buffs.
Leaving it to the GM to manage ALL buffs / debuffs. I really wish there was an option in the config that said "I trust my players to handle their own character".
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October 31st, 2019, 00:07 #9
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
Note, I am not a SmiteWorks employee or representative, I'm just a user like you.
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October 31st, 2019, 00:09 #10
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Given that the option is already there to remove effects you applied, I can't imagine it would be all that hard to just say "Always allow it". Off to find the link of feature requests. lol
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