Thread: Reliable talent extension.
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November 24th, 2020, 19:22 #31
- Join Date
- Jul 2018
- Posts
- 220
Two questions:
1. I do not see the ability to set critical fail/success in the preferences menu. Is there somewhere else I should be looking?
2. Would it be possible to adjust the "treat a roll of" number? There is a rogue Inquisitive ability (Ear for Deceit) that modifies a roll of 7 or less to an 8. I am also considering nerfing reliable talent to the same thing (7 or less equals 8 instead of 9 or less equal 10) and am definitely planning on using crit success/fail.
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November 24th, 2020, 19:33 #32
Hi eporrini,
I removed the crit fail/success for skills as it was just a display thing, it did nothing gameplay wise. I can add it back in a future update if you and others would like?
I was going to add 'ear for deceit' into this extension, but decided against it as that is only for rolls vs a creature lying, and insight rolls can be used for other things also so I would have no way of knowing what the roll was for.
I'd like to keep the number hard-coded to 10 as per the 5e ruleset, but I can point you to where to edit the code if you would like to change it.
Hope the above helps out a little, feel free to contact me if you need more info.
Cheers, Steve.
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November 24th, 2020, 22:29 #33
- Join Date
- Jul 2018
- Posts
- 220
Thanks for the quick follow-up. I personally think I would have a toggle option for a roll of 1 and if possible allowing it to still count as a 1 as it stands, that's definitely something that would fit my game. I would not go out of your way to accommodate my suggestions as RAW is probably by far the more played scenario. Optimally for me it would be great to see this morph into something (no idea how hard it would be) that could be an effect/condition set applied to a roll, such as Skill: x (or all) Count 2-7=8. Or 1-9=10. That way it would be customizable to purpose and not dependent on a class or feat feature. Appreciate you and the other community developers for all of the hard work you put into making the game better, I use a bunch of extensions and I am always surprised by what's available that adds to the game.
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November 29th, 2020, 17:15 #34
I have a couple of things I'm looking at at the moment, but when they are done I may well revisit this one and add a few options.
No guarantess though
Cheers, Steve.
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November 30th, 2020, 01:15 #35
- Join Date
- Mar 2009
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- 16
Would it be possible to generalize this into an effect rather than special-casing each ability as it comes along? Maybe mimic the SKILL/SAVE syntax, like SKILLMIN: 10 or SKILLMIN: 8 perception
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November 30th, 2020, 11:04 #36
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December 29th, 2020, 19:39 #37
- Join Date
- Aug 2017
- Posts
- 8
Found an interesting bug with this in Fantasy Grounds Unity. If you have reliable talent, and someone gives you guidance with a 1d4 and then you roll, it is giving you a 10 for the guidance.
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December 30th, 2020, 23:08 #38
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December 31st, 2020, 20:48 #39
New version uploaded to post #1, with a fix for Guidance.
Thanks to @ LordofPandemonium for flagging the error.
Cheers, Steve.
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February 27th, 2021, 23:30 #40
- Join Date
- Jun 2019
- Posts
- 4
So having just downloaded this extension I am assuming that something in a recent update broke it completely as it doesn't seem to effect the dice at all? Or am I just missing something completely obvious?
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