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  1. #1

    Quick question on stat modifying items within FGU

    Hi there - this is for FGU.

    One of my party was lucky enough recently to acquire an "Amulet of Health" - in 5th edition, it raises your con to 19 if it is not there already.

    I have assigned him the item, he has identified it and equipped it, but there is no stat change showing on the main char screen.. Is this something I need to set manually? I also had a similar problem with a ring of protection +1 - it SHOULD add +1 to AC and +1 to saving throws. However, I had to manually adjust the AC and have to remember that the char gets +1 on saves...


    Anyone any ideas?

    Cheers

    Paul

  2. #2
    Zacchaeus's Avatar
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    Yes, you'll need to use effects. Generally magic items like this don't automatically do anything when equipped (apart from weapons and armour).

    For the amulet of health the effect will be CON: x where x is the difference between 19 and the players current CON and for the ring it will be SAVE: 1; AC: 1.

    See here for more details on creating effects https://fantasygroundsunity.atlassia...ced+Automation

    And in these videos. https://www.fantasygrounds.com/forum...-Videos-for-5E
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea to the wish list http://fg2app.idea.informer.com/

  3. #3
    Thank you - appreciate the help!

    Mind you - though I am totally loving using FG, got to admit I am surprised that the magic items are not built in. I paid the cost for the full DMG (rather than just using the SRD) on the assumption that this sort of thing would be built into the system.

    "Mildly peeved", possibly even moving up to "somewhat miffed" :-)

  4. #4
    Zacchaeus's Avatar
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    You need to understand that the way FG creates effects from items, spells etc is via an internal parser which tries to interpret various phrases and words. This works well for a number of cases because Wizards have used a standard language for many things such as "Melee Weapon Attack", "the target must make a DC x Constitution saving throw" etc. In the case of magic items the text is all over the place. There's no pattern, no standard wording because magic items are generally unique. The only ones which do have standard language tend to be weapons and armour. As a result it is very difficult to create a parser that would pick up on the wording required to create effects for magic items. And if you did you'd need so many words and phrases that the likelihood would be that you'd get hundreds of false positives and effects would be created where they weren't needed or would be incorrect. More information on the kind of things the parser picks up here https://www.fantasygrounds.com/forum...preted-strings and in the Wiki here https://fantasygroundsunity.atlassia...and+Encounters.

    As regards the DMG, whilst the magic items may not be coded; for the cost, you are getting a whole lot of rollable treasure tables, random dungeons, encounters, many story templates and a host of other benefits over the paper version - as well as the hundreds of hours that went into creating it.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea to the wish list http://fg2app.idea.informer.com/

  5. #5
    Hi there - I can understand your comments on parsing the information, but as mentioned, one of the items I assumed that would be in the DMG (non SRD) additions were magic items (manually created?) available to drag and drop to PCs. Effectively my mistake for the assumption.

    That said, I am now having fun creating the magic items myself - and thank you for the help - I now have the ring of Protection working fine!

    However, having some issues with the amulet of health. I have been through the video and the document, but an additional pointer would be appreciated. I have successfully added the number to the CON stat, as outlined above (thanks). I now want to boost the char's HPs to reflect the increased CON as part of the same effect. I have found out how to use an effect to make the additional HPs occur as "temp" HPs, but not seen a way to actually boost the base HPs, in the way that I was able to boost the CON stat. Temp HPs are a good starting place, but they cannot be healed, except by re-doing the effect. Is there a key word for the HP stats as there is for other stats ("CON", "HEAL", "INIT" etc.)?

    Thank you

  6. #6
    Zacchaeus's Avatar
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    You'll need to adjust the characters hit points manually. There's no automatic way to do that. The only time hit points are computed is during level up and any effect which affects CON won't be taken into account so again at level up you'll need to add in any extra hp due to the additional CON.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea to the wish list http://fg2app.idea.informer.com/

  7. #7
    LordEntrails's Avatar
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    Note that rather than creating an effect, you can just modify the ability. But, make sure you note the original value and where the bonus/change comes from in case they lose the item etc. FG with then add the additional HP on level up (not sure it changes the existing HP though, never tested).

  8. #8
    Thank you - I think I agree that manually changing the stat (and reversing it when (if) they lose the item) is the way to go. I was quite enjoying getting a handle on the effects, but fun aside, changing the base stat looks to be easier.

    Cheers

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