Thread: Better Combat Effects
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April 4th, 2024, 01:21 #681
- Join Date
- Jun 2017
- Posts
- 161
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April 4th, 2024, 01:25 #682
Why you want to add remove proficiency bonus and not just give them negs on checks, saves, attacks etc.
Seems like you wouldn’t want to remove their proficiency bonus just make things harder all over.
It’s nice to have options though but seems like not really needed.-MrDDT
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April 4th, 2024, 01:36 #683
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- Jun 2017
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- 161
Quality of life purposes - it's easier to imagine, for example, an Ioun Stone item that increases your proficiency bonus using one single effect like "PRF: 1", rather than going through every skill and whatnot and modifying it constantly, then being sure to account for expertise, attacks, etc. It can be the difference between
"SAVE: 1 dexterity, strength; SKILL: 1 acrobatics, athletics, persuasion; SKILL: 2 sleight of hand, intimidation; ATK: 1 melee"
and simply
"PRF: 1"
The latter has less room for error if the system is just pushing the bonus where it needs to go and funneling it into skills, expertise, etc, for you. And that's even before things like Jack of All Trades might give you extra pause when figuring out all the values.
It could also be useful in animon-style 5E subsystems where, in the example of a Digimon-based system, evolutions might be defined partially by your proficiency bonus going up and down. You can make a series of different sheets for this purpose but again, the idea is to streamline this sort of thing.
It's not a ton of time, but in games where saving time is always welcome (like when your job is running a high-effort D&D show and spending time coding things on the fly is detrimental to the experience - which is where I'm coming from), having an item that can be flicked on/off and passed around is valuable. The ease of access can also be encouraging when trying to make certain things work, such as a puzzle that lowers your proficiency bonus for a time each time you get it wrong or what-have-you. How easy that is to code/account for can affect whether a GM even wants to include it in a game.
It's entirely a preference, but from a user standpoint, extensions are largely used for quality-of-life conveniences and gaining greater control over the software.
Ultimately it's niche, but I thought I'd ask.
Minor Edit: It seems like you're asking why I would exclusively want to remove the proficiency bonus? That's not really the ask. It was to have an effect that could modify it both ways, either increasing or decreasing it.Last edited by BlazingAzureCrow; April 4th, 2024 at 01:38.
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April 4th, 2024, 19:31 #684
Yeah I get you, I was wondering if there was something out there that was doing this. I do think this should be an option and would love to see FGU allow us to access it.
-MrDDT
Discord @mrddt
Grim Press Discord
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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April 12th, 2024, 16:53 #685
- Join Date
- May 2018
- Posts
- 12
So I love the extension. I use it for PF1. That said, I've been having a load of lag for a while now. It happens whenever I'm rolling dice, especially for combat. It's taken me quite some time to track it down (because I use quite a few mods and I don't have a ton of time outside my game time) and I've finally figured out it's this mod causing the lag. It could be an interaction with another extension, but that's an even further hassle to narrow down. Any ideas?
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April 12th, 2024, 17:30 #686
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April 12th, 2024, 17:33 #687If you want it done
I can do it
If I can't do it
I will get it done
If I can't get it done
You don't need it done
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April 20th, 2024, 16:05 #688
Version Update: v4.24
Feature: 5E - [SDC] can be forced to be evaluated from a stat by [SDCINT], [SDCSTR] etc.
Fixed: 5E - [SDC] not falling back to group when cast power isn't present
Fixed: Remove change state not readjusting dur correctly for source effects
Fixed: EXPIREADD descriptors split incorrectly
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April 21st, 2024, 22:03 #689
Version update: 4.25
Fixed: Migrate window for UI updates
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April 22nd, 2024, 00:39 #690
OK. I put this in the Aura Effects thread, but was informed it was not their extension that added the automatic rools, so I came here... It seems that the automatic rolls have stopped working for me. The aura will apply to the respective creatures, just the automatic rolls have stopped for my Spirit Guardians. I have unloaded and reloaded the extensions.
The code I am using is:
Aura: 15 foe : Spirit Guardians: IF: FACTION(foe): SAVEO: Wis 18 (H): SAVEDMG: 3d8 radiant: (C)
I also have tried the below.
Aura: 15 foe : Spirit Guardians: IF: FACTION(foe): SAVES: Wis 18 (H): SAVEDMG: 3d8 radiant: (C)If you want it done
I can do it
If I can't do it
I will get it done
If I can't get it done
You don't need it done
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