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  1. #91
    Hi,
    thanks for checking,

    I'm only running AD&D House Rules and the classic light theme, no other extensions

    Hmmm, it was web, spiritual weapon and torch light effects but I agree, they all seem to be working now. There has been a general update inbetween, maybe that sorted it.

    Cheers for looking into zombies and racial/ability mods.

  2. #92
    Hi,
    thinking of feature requests, would it be possible to have a "charging effect" for self that reduced active AC by 2 until the end of the round?

    It should also add +2 to attacks but that might get messy with multiple attack routines in the round and besides I find that players like adding that bonus but adjusting AC on the fly is tougher and just adding +2 to enemy attacks isn't quite accurate what with the tables an' all.

    A similar "casting effect" for self that suppressed DEX bonus to AC would be nice too . . .

  3. #93
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    Charging; AC: -2
    Spell Casting; NODEX

    Set both to self and expire on round end should do it.
    "I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."

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  4. #94
    Hi, appreciate the response and I'm sure what you say makes sense - but I don't know how to implement that I'm afraid

    where do i use those lines to make an effect I can drop on a token?

  5. #95
    There's also a "Charged" condition in the "Effects" window. You can drag that onto a token and it will apply +2/-1 modifiers. You'll need to go to the Effects tab of the actor in the CT and set a duration of 1 to make sure it expires at the beginning of a new round. I need to work on this and the other conditions to make sure they provide fidelity to the rulesets this supports (2E and OSRIC). I'll do that once I roll out the zombie fix.

    I also have a very advanced extension that I wrote for personal purposes, which supports the way I run initiative and combat. In it, though, I use radials inspired by Sterno's prior work. Those would help with this, and I've wanted to add them. Perhaps I'll do so soon...
    Twitter: @Doomswords
    Discord: Doomsword#0669

  6. #96
    Thanks, yeah I spotted the charged and no dex buttons only after posting. Typical!

    I'll play about with those.

    That's half the problem, we all have our own quirks after 40 years

  7. #97
    New version 1.81 available

    - fixes zombie initiative, as well as any creatures that have an "Always Last" special action, whether you get them from OSRIC or 2E modules. Initiative is set to 2 points higher than the maximum score on the chosen initiative die. Depending upon configuration, you may see chat values much higher than this but they'll be reflected properly in the combat tracker. I may muck around with that at some point but I consider it a minor, cosmetic-only issue
    Twitter: @Doomswords
    Discord: Doomsword#0669

  8. #98
    Thanks, that looks great. All working as intended.

    I'm not seeing any initiative chat values when rolling from the CT which is fine - I get initiative die +80 in the chat if I roll from an NPC sheet which is what I'd expect.

  9. #99
    Quote Originally Posted by ZippeeJerred View Post
    Thanks, that looks great. All working as intended.

    I'm not seeing any initiative chat values when rolling from the CT which is fine - I get initiative die +80 in the chat if I roll from an NPC sheet which is what I'd expect.
    Cool.

    Yes, if you roll from the radial menu at the top of the combat tracker, you won't see results because they're generated behind the scenes. If you roll from an individual actor's init button in the CT (after the actor has been selected), you will see values in chat. That +80 was what I was talking about. You'd get a +99 if using a Zombie from 2E. Either one is taken care of in the CT; done behind the scenes rather than trying to fool with the die result in chat.
    Twitter: @Doomswords
    Discord: Doomsword#0669

  10. #100
    Quote Originally Posted by Doomsword View Post
    There's also a "Charged" condition in the "Effects" window. You can drag that onto a token and it will apply +2/-1 modifiers. You'll need to go to the Effects tab of the actor in the CT and set a duration of 1 to make sure it expires at the beginning of a new round. I need to work on this and the other conditions to make sure they provide fidelity to the rulesets this supports (2E and OSRIC). I'll do that once I roll out the zombie fix.
    Further to this I've been playing around with the "charged" effect (BTW why "charged" - surely charging or just charge, "charged" seems past tense and odd to me.)

    Testing the “Charged” Effect
    Charging should provide a +2 bonus to attack rolls and remove any DEX bonus to AC (or if none, impose a -1 penalty to AC). (See OSRIC p127)

    Note: BTB the AC adjustment should only apply to the attack roll made by the charged target if equipped with a longer weapon, although customarily we've always applied it until the end of the round against any attack. The +2 to attack probably should only apply against the first attack routine made, not any subsequent multiple attack routines, although I'm pretty sure every table I've played at has left them in place until the end of the round. Maybe for this reason the effect has no duration as such - I'd still suggest a duration of 1 round would at least ensure the effect didn't remain in play accidentally.

    Anyway

    Ogres attacking against opponents with the "charged" effect active:

    A) Against Dw RGR3, AC 4 (Splint, DEX 0) – returned AC 1. This is the correct result.
    [+4 for ogre v dwarf, -1 for charging = AC 1].

    B) Against Dw CLR3, AC 4 (Mail, shield, DEX 0) – returned AC 2. This is incorrect by +1.
    [+4 for ogre v dwarf, -1 for charging = AC 1]

    C) Against Gn MU3, AC 8 (No armour, DEX -2) – returned AC 7. This is incorrect by +1.
    [+4 for ogre v gnome, -2 for loss of DEX = AC 6].

    D) Against Hu FTR3, AC 2 (Mail, shield +1, DEX -1) – returned AC 6. This is incorrect by +3.
    [-1 for loss of DEX = AC 3]

    E) Against Hu RGR1, AC 3 (Mail, shield, DEX -1) – returned AC 6. This is incorrect by +2.
    [-1 for loss of DEX = AC 4]

    F) Against Hu THF2, AC 3 (brigandine, DEX -4) – returned AC 8. This is incorrect by +1.
    [-4 for loss of DEX = AC 7].


    At first, I thought it was subtracting the DEX and then subtracting the -1 in addition but that doesn't explain D and E. Then I thought it might be that plus some kind of shield error (adding the shield back twice) which would account for D and E but not B. Either my assumptions and understanding is way off, never to be ruled out or something weird is going on.

    I’ve seen no problems with the +2 to attack rolls.

    Additional note on dwarf/gnome trait of imposing -4 on the attack rolls of ogres and such. The effect appears to be improving the target AC by +4 not subtracting it from the attack roll. No modification was made to the ogre's dice rolls on any of these attacks. When using the matrix the effect of a mod to attack and mod to AC are generally similar until you hit the plateau of 20 to hit when it skews somewhat.

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