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  1. #1781
    damned's Avatar
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    You also can put in a full description with draggable extras.
    Eg in this one there is a parcel with all the Fighters Standard equipment plus Rolls that can be dragged out onto the char sheet at the right stage.
    This is also stored on the Character sheet.

    I should be able to do that. Hopefully by the weekend Ill have wrapped up this build.
    Stuck on doco...

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  3. #1783
    Hi all, I have looked through the various posts on the forum and not been able to find what I am looking for, which is:

    Is there a way for a modifier that is set by the GM to be applied to a client when they perform their next roll? For example, a player is making an attribute check and the GM needs to apply additional modifiers for difficulty, etc. One option would be to get the player to put the value in the Mod box at the bottom of the desktop but I would like to be able to set the value and then when the player makes the roll the additional modifier is applied.

    Any help would be greatly appreciated.

  4. #1784
    The little +/- icon in upper right allows storing modifiers. You can apply these to the mod box in a single click any time.

  5. #1785
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    Modifiers always go into the active modifier box.
    As GM that is always yours - as a player if you have two characters it will go into the one that is active.
    So the GM can only verbally set the modifier - eg the player will have to apply it.

  6. #1786
    Thanks Damned, thought that would be the case.

  7. #1787
    I set modifiers for my players' rolls all of the time. Modifier always applies to the next roll in my experience, regardless of who makes it.

  8. #1788
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    Quote Originally Posted by AKB View Post
    I set modifiers for my players' rolls all of the time. Modifier always applies to the next roll in my experience, regardless of who makes it.
    I dont think so....

  9. #1789
    Quote Originally Posted by damned View Post
    I dont think so....
    Hmmm.... I use effects heavily in my current 5e campaign, and those certainly work. If it is true that there are separate modifier stacks for each player, then Symbaroum will not work smoothly. I am making heavy use of the /mod feature in MoreCore to e.g. use one click to set the specific defense on a monster, so when the player makes their attack roll it modifies that roll with description of why. Having to verbally tell the player to set the right defense will not work well. This may also be a flaw in the official Symbaroum ruleset. If so, ouch. Perhaps FG needs a "shared mod stack" mode, and a "separated mod stack" mode to support this "player rolls everything" oddity of Symbaroum well. Better would be the GM having 2 separate mod stacks, one for their own rolls, and one that will impact the next roll made by a player.
    Last edited by AKB; January 30th, 2020 at 04:29.

  10. #1790
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    what would happen if the players acted out of order?
    can you outline in as much detail as possible how the Symbaroum mechanics work and Ill see what we can come up with.
    Other games like Dungeon World are all player only rolls - Im sure we can work out a solid solution.

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