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December 1st, 2024, 21:02 #61
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The "Disarm" is a weapon option in ToV (something you can use the weapon for other than applying straight damage). I think the issue is that the weapon options are being entered inconsistently. In some cases, it's in the descriptive text for the item, in other cases it's in the properties, and in other cases it's not there at all.
It is convenient to know what weapon options are associated with each weapon without having to look it up in the table, and putting it in properties seems like the correct way to do it to me instead of pasting the full description along with how the weapon options work. Assuming one wanted to add that convenience for VTT users (and if it was consistently applied, extensions - or the base extension - could automate putting those options on the character sheet action tab when the weapon is equipped).
Anyway, EOD, I'm asking for consistency with a preference for adding the weapon options in the properties field, but I understand that's a lot more work. The other way would be to remove it entirely from all the items (probably less work). However, it does limit the ability to automate these features.
Thnx for all you are doing BTW.
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December 4th, 2024, 08:40 #62
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I don't think it's fixed. The only change I see is that the wording of hit dice has changed from bard to cleric.
It still has all the other bard stuff
A cleric should have the following:
HIT POINTS
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your CON modifier
Hit Points at Higher Levels: 1d8 (or 5) + your CON
modifier per cleric level after 1st
PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saves: WIS, CHA
Skills: Choose two from History, Insight, Medicine,
Persuasion, and Religion
However the one in FG has the bard versions of these:
Light Armor, Dex, Cha, any three skills, musical instrument, and some bizarre wording on the weapons:
"Simple weapons, martial weapons with the Simple weapons, martial weapons with the Finesse property"
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December 4th, 2024, 17:48 #63
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Monster Vault:
Rug of smothering has blinded and deafened in its damage immunities, it should be in condition immunities. It doesn't have it's CR entered (should be 2)
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December 4th, 2024, 23:46 #64
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ToV Players Guide
Wand of the War Mage +3 only has a bonus of +2.
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December 5th, 2024, 03:53 #65
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Monster Vault.
Animated Object, Flying Sword doesn't have it's CR entered.
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December 6th, 2024, 17:49 #66
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Monster Vault.
The Winter Wolf has each different effect that its freezing nose can do as a separate Bonus action. They are all one Bonus Action. I double checked to see if doing it this way added any convenience in the combat tracker (like putting dice rolls in) but it doesn't. So not sure why it was done this way, it's confusing when one looks at the statblock for the first time..."Body bonus action? Head Bonus Action? huh?".
I think all that text should be moved into the Freezing Nose bonus action like it is in the books.
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December 7th, 2024, 02:31 #67
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hello I'm unsure if this is a bug or im just missing something but ill post it anyway, just in case. when i load up tales of the valiant charter wizard everything work's fine except i cannot put spells onto spell casting classes even if i have the books loaded. so none of my spell-casting characters are working right now. just to note i only have tales of the valiant books loaded none 5e books.
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December 7th, 2024, 04:08 #68
I tested this with a cleric and wizard and after clicking on the spells button in the class entry (in the character wizard) I was able to add spells to the character. You don't mention the steps you are performing for us to check over and see if there is an issue. Can you please relay your steps and show us what you are seeing if the spells button is not displaying?
Dominic Morta
Ruleset Developer
Smiteworks
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December 7th, 2024, 05:48 #69
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Okay thanks for responding. what i have been doing i been going to my library tab and going to books and activation activating my tales of the valiant books. then when i go to character wizard in the player tab and try to add spells to my character and nothing shows up so that my main confusion am i forgetting something? Tell me if i didn't provide enough information i still new to fantasy grounds.
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December 7th, 2024, 06:08 #70
I see the issue, the way the character wizard works is pulling from the spell lists from within FG and the modules didn't have them for each individual class. It is using the correct naming, but we will have to reach out to the developer and inform them that the source for each spell will need to contain the class as well so they are available with the features of the ruleset. Thanks for the report I will pass this along to the developer.
Dominic Morta
Ruleset Developer
Smiteworks
How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it
How to provide an Unity Connection issue?-Connection Issues and What to Provide
Unity Updater issue?-Updater Issues
Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained
Comcast or Cox ISP User?-Comcast XFinity and Cox Users
Have a suggestion?-Feature Request
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