DICE PACKS BUNDLE
Page 9 of 55 First ... 7 8 9 10 11 19 ... Last
  1. #81
    Quote Originally Posted by SmackDaddy View Post
    Very interested in this extension.....sorry if this has already been answered, but I know there's always a possibility that extensions can class, but for a FGU licensed user, will this work with the Rob2e DM and Player tools running along side of it? Thank you in advance for your time.
    I have no earthly idea if it does or not. The only thing I can answer for sure is it works with the extensions I use personally in my signature. For sure others have commented on different aspects in this thread and the DMsG replies for this - but there is no way I will ever "certify" it works in things I don't use myself.

    Maybe someone has tried it and can answer your question here, but I cannot. Nor will I ever claim it will work in those other things even if others claim it does. Not trying to scare you off but its just the facts of extensions that unless you actively use them with the ones a developer uses you really have no idea if they work or not.

    Or will keep working if they do - as FGU is still Beta and changing.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  2. #82
    Quote Originally Posted by SilentRuin View Post
    I have no earthly idea if it does or not. The only thing I can answer for sure is it works with the extensions I use personally in my signature. For sure others have commented on different aspects in this thread and the DMsG replies for this - but there is no way I will ever "certify" it works in things I don't use myself.

    Maybe someone has tried it and can answer your question here, but I cannot. Nor will I ever claim it will work in those other things even if others claim it does. Not trying to scare you off but its just the facts of extensions that unless you actively use them with the ones a developer uses you really have no idea if they work or not.

    Or will keep working if they do - as FGU is still Beta and changing.
    Oh, no worries @SilentRuin - I completely get that -- so no apologies or caveats needed but I appreciate the attempt. Just was hoping SOMEONE here could report whether or not they use Rob2e/Diablobob's extensions along with this one successfully in Unity, before I pulled the trigger and purchased it for myself. I find it would be an awesome addition for my players to use for simplicities' sake. Anyone else able to confirm/deny? Thank you in advance.

  3. #83
    @SmackDaddy I am running this extension in Unity along with most of Robs/Diablobob/Kent's extensions, and have not encountered any issues so far. YMMV

  4. #84
    Thank you for this extension. One of my characters noticed a typo in the "Dodge" button text (when you hover over it) - it says it imposes "Disadvantage" to Dexterity Saving throws....but shouldn't it impose Advantage?

  5. #85
    Quote Originally Posted by SmackDaddy View Post
    Thank you for this extension. One of my characters noticed a typo in the "Dodge" button text (when you hover over it) - it says it imposes "Disadvantage" to Dexterity Saving throws....but shouldn't it impose Advantage?
    Typo in the tooltip - V 1.7 has it fixed - thanks
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  6. #86
    Quote Originally Posted by SilentRuin View Post
    Typo in the tooltip - V 1.7 has it fixed - thanks
    Very welcome! Thank you for the extension!

  7. #87
    Suggestion/Request:
    I see that there is already a generic action for "Ready". Anyway to add/modify a button for "Ready Action" and "Ready Spell"? The reason for the distinction being that when you Ready a Spell you have to maintain concentration on that spell until the Trigger occurs, so the Ready Spell button would add "Ready Spell (C)" effect to the PC on the Combat Tracker so that if the PC takes damage before the Trigger happens, a concentration check will be made automatically.

  8. #88
    Quote Originally Posted by jrowsey1 View Post
    Suggestion/Request:
    I see that there is already a generic action for "Ready". Anyway to add/modify a button for "Ready Action" and "Ready Spell"? The reason for the distinction being that when you Ready a Spell you have to maintain concentration on that spell until the Trigger occurs, so the Ready Spell button would add "Ready Spell (C)" effect to the PC on the Combat Tracker so that if the PC takes damage before the Trigger happens, a concentration check will be made automatically.
    The concentration is supposed to be for the actual spell which would be to difficult to really do without knowing the spell. For sure I have an extension that will actually remove concentration spells currently in effect for that player which depends on (C) effects actually being correctly defined.

    Hence, not something I’m willing to add to this extension - sorry. But nothings says you can’t modify it for yourself.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  9. #89
    The concentration isnt the concentration of the spell, its concentrating on the act of holding the spell. Once the spell is cast, it may or may not require continuing concentration.

    From the PHB:

    When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

  10. #90
    Quote Originally Posted by mattekure View Post
    The concentration isnt the concentration of the spell, its concentrating on the act of holding the spell. Once the spell is cast, it may or may not require continuing concentration.

    From the PHB:

    When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
    Exactly.if you read the whole thing you would have seen the example showing you that The ready is specific. Ready action is specific - not generic - players have to tell me action specifically they are readying in detail - which is why the ready action button is just a signal of intent - not specifically what they are readying. Spell concentration is even more specific with actual consequences. You don’t get to say I’m readying a specific spell and then change it something else when you trigger it. This action supported here does not attempt to cover all the details of that.

    Your example is spot on for what I was talking about.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

Page 9 of 55 First ... 7 8 9 10 11 19 ... Last

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Fantasy Grounds Merchandise

Log in

Log in