Thread: 5E - Undead Fortitude
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June 17th, 2023, 18:54 #11-MrDDT
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June 17th, 2023, 18:58 #12
That makes me happy. I can also make it work with the word Death instead of Undead so that it applies to more use case scenarios... just in case your creature isn't undead. Here are some examples of (future) working trait names:
Undead Fortitude
Death Fortitude
Death Fortitude (DC 11)
Undead Fortitude (MOD 10)
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June 17th, 2023, 19:07 #13-MrDDT
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June 17th, 2023, 19:10 #14
Yeah, that came to my mind also. Lemme do the static DC and modifier first... then I can mess with the wording later on. I remembered about the radiant damage thing too. Undead Fortitude accounts for that, but some of the others you mentioned don't. So yeah... let's do the DC/MOD stuff first.
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June 19th, 2023, 02:33 #15
Those changes made it in. I also made the extension much more reliable and fix a ton of bugs I found along the way. Lemme know if you have any issues. Basically, it supports those modifiers now... DC to set a static DC, MOD to override the DC modifier used in damage calculation, which defaults 5 for Undead Fortitude, and a way to disable all of the restrictions/exclusions like 'radiant' going thru 'Undead Fortitude' and Critical Hits going thru, etc... that is: no mods. For now, the word Fortitude must be in the trait name, although, the prefix and suffix can vary.
So some usage examples might be:
Undead Fortitude <-- Normal Undead Fortitude, DC 5 + DMG
Undead Fortitude (DC 15) <-- No damage calculation... DC 15 every time.
Creature Fortitude (MOD 10) <-- Note, this one would ignore radiant because it's not Undead Fortitude proper.
Undead Fortitude (no mods) <-- radiant damage and critical rolls would still get save in this case.
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June 19th, 2023, 02:43 #16-MrDDT
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Really click this link and vote for your FGU wishes, more votes is more likely to get done and get what you want done.
Please upvote "Custom Effect List Sorting"
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June 30th, 2023, 19:50 #17
This is an awesome extension, first off. I was messing around with it today and had a hiccup. I didn't know if it was me or the ext.
When I apply the trait to another NPC and they fail the save, it applies what was rolled on the d20 for the save as damage instead of the original damage roll. See Image 1. It will kill the NPC if the "new damage" is high enough, but won't if it isn't.
Undead Fort 1.png
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July 1st, 2023, 00:42 #18
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July 1st, 2023, 15:53 #19
Hey kreppulun... I pushed up a fix for that issue with the damage on FGU. The problem was that I was incorrectly cobbling together the damage roll, so instead, I now use the original and just modify it before damage application. It's up on the Forge and it's v2.0.1. I really appreciate you taking the time to report the issue. Sorry for causing you problems and I hope the extension serves you well. Lemme know if you have any more problems.
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August 29th, 2023, 14:03 #20
Really like the addon by the way. Huge time saver. I just wanted to report some unexpected behavior I found. I don't want you to think this is a complaint or me asking for a fix. I can work around this problem easily by rolling manual saves (or doing the math in my head). I just thought that if I had written this extension, I would want to know about this.
So I DM with a combination of players, some of which like to use real dice IRL and some like to use the FG interface. So often what I end up doing is that they tell me what they rolled for damage, and I type the number into the "Modifier" box in the lower left corner, and then drag it on to the "Wounds" category on the appropriate NPC on the combat tracker. FG understands this as damage being done to that NPC.
When I do this to a creature with Undead Fortitude, with your extension running, and it is enough damage to down the creature: It sets off the con save as expected. It sets the DC of the con save correctly. BUT it adds the damage as a bonus to the con save roll.
For example:
Zombie has a Con modifier of +3.
Zombie has 5 current hit points (with a max of 22).
PC hits Zombie for 7 dmg.
Undead Fortitude extension sets off DC12 Con save and rolls 1d20+10.
(Expected in this situation would be 1d20+3).
Thank you very much for your time and consideration.
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