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March 8th, 2024, 15:20 #291
- Join Date
- Sep 2020
- Location
- Ballston Lake, NY
- Posts
- 717
I think those buttons are bleeding over from CoreRPG / D&D.
They appeared on one of the existing characters. Those powers threw the error. Dropping new powers didn't have the buttons and they didn't throw errors.
I don't see any of those buttons since the most recent update. It looks like Moon Wizard's update got rid of them.
Thanks Moon Wizard!
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March 8th, 2024, 18:24 #292
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May 19th, 2024, 22:01 #293
- Join Date
- Jun 2021
- Location
- Madrid
- Posts
- 1
Players modifying Effects
I play a wizard in a Rise of the Runelords campaign. We have recently swithched to SWPF, and are running on FGU.
I have found some issues, which do not occur when running D&D 5e on FGU. I would appreciate advice and insights:
1) Spells (powers have a duration). As a player I cannot modify the duration of spells (such as Detect Arcana).
2) My PC has the Concentration edge. But duration 5 powers do not show as duration 10, and as per point 1 I cannot amend.
3) If I accidentally apply an effect to my PC (or to another player), only the referee can remove the effect. Is this an option, bug or feature.
While I can see the logic of the game-master have more capabilties, it is fustrating if we cannot be autonomomous in managing our PCs.
I use the spells that come with the game guides, but there are times when I would like to create a custom power, and this was easy with FGU-5e, but seems hard on SWPF.
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May 19th, 2024, 22:10 #294
- Join Date
- Jul 2021
- Posts
- 105
Extra duration
I can't answer for why players cannot modify their entries on the CT, but if you are frequently casting powers with extra durations, or other modifiers, I suggest that you make a custom sub-attack power with the modifiers applied on your character sheet. That way you no longer have to fiddle with it each time you cast.
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May 20th, 2024, 00:24 #295
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May 20th, 2024, 13:48 #296My players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically
Yours are still on combat round 6
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First GM to post a game for the original FG Con!
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May 23rd, 2024, 19:31 #297
- Join Date
- Nov 2017
- Posts
- 6
I'm sorry if it has already been posted, how and where do you code Witch Hexes? Since they aren't considered spellcasting would love a way to code my Agony Hex. Thank you very much.
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May 25th, 2024, 07:50 #298
BoyHowdy best answered this on Discord I'll post here for completeness:
I don't have a witch in my game and haven't created any witchy NPCs, but I'd do it as follows (off the top of my head):Agony: Test of Spirit v Smarts (or set it up as a skill set at Witch's Spirit for the test that way if you must).
Augment, Charm, Evil Eye, Healing: Makes a power a limited free action, no coding needed
Blight: Meta stuff, no need to code
Cackle: Just put a note on anyone with Vulnerable or Distracted, that way you will know to put it back if system removes it.
Hag's Eye: I'd just put a token on the map for the witch to move.
Nightmares: I'd treat is as an effect based on failing the spirit roll
Vision: Meta stuff
Waxen Image: Just Puppet power with a wax doll trapping
Weather Control: Elemental Manipulation power for freeMy players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically
Yours are still on combat round 6
Get Savage
First GM to post a game for the original FG Con!
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May 28th, 2024, 02:32 #299
are there any more AP's in dev??? my group has played both of the ones in the store.
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May 28th, 2024, 12:06 #300
not yet
My players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically
Yours are still on combat round 6
Get Savage
First GM to post a game for the original FG Con!
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