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  1. #931
    Honken's Avatar
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    We played Kingmaker last night, and in the Green Belt 2 site. The treasure description says that there is a cold iron axe. The Parcel has a Standard-Grade Cold Iron item (lvl 10), but since it is a 2nd level area, a Low-Grade Cold Iron item (lvl 2) makes more sense.


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  2. #932
    Quote Originally Posted by Honken View Post
    We played Kingmaker last night, and in the Green Belt 2 site. The treasure description says that there is a cold iron axe. The Parcel has a Standard-Grade Cold Iron item (lvl 10), but since it is a 2nd level area, a Low-Grade Cold Iron item (lvl 2) makes more sense.
    Thanks for the report. This issue came from the original developer's written materials for the campaign. There will cases in modules where we cannot say it is obvious. In this case, however, I think you are right - it is obvious in this case. I changed it to low-grade. I also found another instance in this chapter that is obvious so I changed that too.

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  3. #933
    Player Core

    Pages 421-423 are missing in the Reference Manual (Tactical Movement in the Ref Manual contains the part on Terrain from the pdf)
    42

  4. #934
    Trenloe's Avatar
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    Quote Originally Posted by AlterZwerg View Post
    Player Core

    Pages 421-423 are missing in the Reference Manual (Tactical Movement in the Ref Manual contains the part on Terrain from the pdf)
    Thanks for reporting the issue. We'll get this fixed in a future release.
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  5. #935
    ignore
    Last edited by webdove; February 4th, 2024 at 05:04. Reason: poor construction

  6. #936
    ignore
    Last edited by webdove; February 4th, 2024 at 05:03. Reason: poor construction

  7. #937
    Quote Originally Posted by Trenloe View Post
    What does the ability the effects are related to say?
    I believe the relevant statements are on page 444 under "game conventions/duplicate effects" where it says:

    "When you’re affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using mage armor and then cast it again, you’d still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage."

    Where the grippli skirmisher NPC sheet says "Wily Attack: The skirmisher deals an extra 1d6 precision damage to flat-footed creatures and creatures [afflicted by a poison]." it translates to this code in the combat tracker (where poisoned is a custom target tag set by grippli automation):
    IFT: flat-footed; DMG: 1d6 precision
    IFT: CUSTOM(poisoned); DMG: 1d6 precision

    If the target has both flat-footed and the custom tag "poisoned" then currently RPGPF2 grants DMG: 1d6 precision twice which is inconsistent with the "Duplicate Effects" convention.
    Chat output: [DAMAGE (M)] Kukri [TRAITS agile, finesse, trip] [EFFECTS 2d6] [TYPE: slashing (1d6+4=6)] [TYPE: slashing,precision,precision (2d6=4)]

    I guess this will require PFRPG2 to scan the assigned addons for duplication and deduplicate them.

  8. #938
    Thinking of workarounds ... is it possible to use grouping () and AND/OR logic on a single effect automation line to cause only one clause to trigger even if both are true?

  9. #939
    Vitality Lash from the Player Core doesn't have half damage on save.
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  10. #940
    Trenloe's Avatar
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    Quote Originally Posted by webdove View Post
    I believe the relevant statements are on page 444 under "game conventions/duplicate effects" where it says:

    "When you’re affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using mage armor and then cast it again, you’d still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage."
    This is in respect to something different - having the same "thing" applied twice - i.e. the same spell cast twice, drinking the same "buff" potion, etc.. It's not, IMO, in relation to how damage would be applied within an individual ability.

    Quote Originally Posted by webdove View Post
    Where the grippli skirmisher NPC sheet says "Wily Attack: The skirmisher deals an extra 1d6 precision damage to flat-footed creatures and creatures [afflicted by a poison]." it translates to this code in the combat tracker (where poisoned is a custom target tag set by grippli automation):
    IFT: flat-footed; DMG: 1d6 precision
    IFT: CUSTOM(poisoned); DMG: 1d6 precision

    If the target has both flat-footed and the custom tag "poisoned" then currently RPGPF2 grants DMG: 1d6 precision twice which is inconsistent with the "Duplicate Effects" convention.
    What needs to be taken into account here is the wording of the ability. It's a little bit vague, and it could be interpreted either way - especially as "and" is used. EDIT: I really don't know if this ability should be applied twice if both flat-footed and poisoned, it's the use of "and" instead of "or" which is confusing, and the fact "an extra 1d6 precision damage" is used. I don't want to get into in-depth rules discussions around this. As discussed below, if you decide that this is one or the other, then that can't be automated and you'll need to handle it manually.

    Quote Originally Posted by webdove View Post
    I guess this will require PFRPG2 to scan the assigned addons for duplication and deduplicate them.
    This could lead to correct multiple effects being removed, so I don't think this is the way forward.

    Pathfinder 2 (the base rules, and the ruleset) has a built in method of not stacking bonuses (including damage), via the damage types: item, circumstance, status and proficiency. However, in this situation we can't use the bonus types, as the damage is essentially untyped.

    There's not a way to code a Boolean OR clause for conditional effects. However, you can essentially code a Boolean AND clause, as the IF/IFT clauses need to match to continue processing the effect line.

    I can't think of a way to implement this specific edge case in the current setup, you could add a third line: IFT: flat-footed; IFT: CUSTOM(poisoned); DMG: -1d6 precision which would roll an additional d6 and subtract it from the total if the target is both flat-footed and has the custom poisoned condition, but this would only work if it was exactly the same as one of the positive d6's rolled.
    Last edited by Trenloe; February 4th, 2024 at 21:24.
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