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  1. #631
    I'll take a look at it, should be an easy fix. I saw something similar that I fixed previously but must have missed this one

  2. #632
    Version Update v5.41

    Feature: IMMUNECON If target has the specified property value, the target will be completely immune to the effect
    Fixed: SNEAKATK not working when using Theogeeks nat20
    Fixed: Script error with some saves using Requested Rolls

  3. #633
    GKEnialb's Avatar
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    Works great - thanks!

  4. #634
    Maybe I'm just missing something obvious, but how does SNEAKATK work (2014 rules)?

    "Sneak Attack; SNEAKATK" on the rogue does not seem to do anything at all (with only BCEG loaded).

    I had been using "Sneak Attack; DMG: 5d6" (Roll) previously which works but obviously doesn't update the damage on level-up.

  5. #635
    Quote Originally Posted by rocketvaultgames View Post
    Maybe I'm just missing something obvious, but how does SNEAKATK work (2014 rules)?

    "Sneak Attack; SNEAKATK" on the rogue does not seem to do anything at all (with only BCEG loaded).

    I had been using "Sneak Attack; DMG: 5d6" (Roll) previously which works but obviously doesn't update the damage on level-up.
    Make sure you are using v5.41.2 and Sneak Attack; SNEAKATK . The conditions for a sneak attack must be met for it to do anything

  6. #636
    I see. It is doing more than I thought (checking on conditions and changing effect to SNEAKDMG).

    The player really wants control over which attack on a given turn is the sneak attack (possibly offhand or haste or extra attack with fighter multiclass). I think we'll just stick with the DMG: 5d6 and try to remember to change it.

    Is there a way to do something like "Sneak Attack; DMG: [(rogue level + 1) / 2 round down]d6" so it calculates the number of d6 when applied?

    Thanks.

  7. #637
    Quote Originally Posted by rocketvaultgames View Post
    I see. It is doing more than I thought (checking on conditions and changing effect to SNEAKDMG).

    The player really wants control over which attack on a given turn is the sneak attack (possibly offhand or haste or extra attack with fighter multiclass). I think we'll just stick with the DMG: 5d6 and try to remember to change it.

    Is there a way to do something like "Sneak Attack; DMG: [(rogue level + 1) / 2 round down]d6" so it calculates the number of d6 when applied?

    Thanks.
    You'll have to hard code the dice. You might be able to guard SNEAKATK with a conditional, so it applies when you want. Of course if that changes all the time then you are probably best off with doing sneak manually like you are.

  8. #638
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    Quote Originally Posted by rocketvaultgames View Post
    I see. It is doing more than I thought (checking on conditions and changing effect to SNEAKDMG).

    The player really wants control over which attack on a given turn is the sneak attack (possibly offhand or haste or extra attack with fighter multiclass). I think we'll just stick with the DMG: 5d6 and try to remember to change it.

    Is there a way to do something like "Sneak Attack; DMG: [(rogue level + 1) / 2 round down]d6" so it calculates the number of d6 when applied?

    Thanks.
    This is easy. To the left of the effect turn it off if you don’t want it on the first attack the. Turn it on for the attack that you might want it on.
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  9. #639
    Quote Originally Posted by MrDDT View Post
    This is easy. To the left of the effect turn it off if you don’t want it on the first attack the. Turn it on for the attack that you might want it on.
    Yeah, I see that being forgotten and having to be undone far too often.

    It's working fine for us as-is, I was just hoping to automate the scaling with level if possible.

  10. #640
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    Quote Originally Posted by rocketvaultgames View Post
    Yeah, I see that being forgotten and having to be undone far too often.

    It's working fine for us as-is, I was just hoping to automate the scaling with level if possible.
    Well even doing it the other way, you suggested with damage, I would make it one use feature effect you do right before the attack. Even though the rules don't state this, but I've always made it so they have to call out they trying to sneak attack before they roll the attack. Never made sense to me to choose it was a sneak attack after they did the attack. I don't have them lose the attack but more like "I'm going to try a sneak attack", if it doesn't work they are free to try again the next attack.

    So in this case, I would have them apply the Sneak Attack coding effect from BCEG still, and have it just one use and then the next time they want to do it, they would need to apply the coding effect (pretty much non automation), but it would still automate the # of dice for damage rolled and if they even met the SA rules correctly. Can't tell you how many times someone thinks they should have it but they don't.
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