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November 15th, 2024, 14:21 #171Zealot
- Join Date
- Dec 2019
- Posts
- 64
Another one for the list - the attack matrices are incorrect for mages/illusionists level 11+ compared with the 1e DMG.
I've also noted that the automatic addition for ranger damage vs. giant class doesn't appear to be limited to melee only, and there's no way to turn it off for ranged attacks except by removing it entirely. I plan just to add an extra damage row to individual weapons for rangers, but that's something I'll need to do separately for a character once it is created.
By the way, while on the subject of attack rolls, what about attack modifiers for weapons vs. AC? I guess it would be pretty difficult to implement but perhaps it's something to think about for the distant future.
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November 15th, 2024, 15:32 #172Twitter: @Doomswords
Discord: Doomsword#0669
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November 15th, 2024, 15:35 #173
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November 15th, 2024, 16:42 #174
Just booted up a test game using 2E and ADD-OHR only (not OSRIC and no other extensions) - there's a system toggle in Options called System: 1E/OSRIC data (it requires a restart when changing)
When that is set to ON all the attack matrixes are set to 20 against all AC - no variation, need a 20 to hit AC-10, need a 20 to hit AC +8
When that is set to OFF the attack matrix is set off of the 2E THAC0 (as you'd expect)
Not sure what that means but it wasn't the result I was expecting and certainly isn't working right!
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November 15th, 2024, 16:55 #175
Thank you. I'm looking into this stuff now...
Twitter: @Doomswords
Discord: Doomsword#0669
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November 15th, 2024, 18:49 #176
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November 20th, 2024, 19:06 #177
Just wanted to let everyone know that I have a fairly major update coming (as soon as I can finish the thing) that addresses a lot of issues and should make things easier and better for you and me. You can probably expect it within a day or two (hopefully).
Twitter: @Doomswords
Discord: Doomsword#0669
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December 29th, 2024, 20:26 #178Devotee
- Join Date
- Sep 2015
- Posts
- 9
I am just wondering if you could perhaps adjust the sheet itself to account for the substats? its really the only thing missing to really record a players option character properly
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April 16th, 2025, 11:45 #179Zealot
- Join Date
- Dec 2019
- Posts
- 64
Criticals
This thread seems to have gone quiet for a while so I hope you are still out there, Doomsword.
How do I remove Criticals? 1E doesn't have Criticals. I think there's a setting to turn off additional damage, but 20 isn't even an automatic hit in 1E.
I assume also that the rule that says that the first 20 on the to hit matrix can be achieved by roll + bonuses but the other 5 require a natural 20, hasn't been implemented.
[Also posted in the OSRIC thread]
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April 20th, 2025, 00:54 #180Zealot
- Join Date
- Dec 2019
- Posts
- 64
Attack Modifiers for Different Weapons for Different Armor Types
I've nearly finished implementing my solution for calculating attack modifiers for different weapons against different armor types based on equipped effects.
Shield
ShieldLarge.PNG
ATS is a custom tag indicating a shield is equipped
ATA is a custom tag indicating that armor of some type is equipped, provided by Armor effects
AT9 is a custom tag indicating no armor with a shield
Armor, e.g. Plate
Plate.PNG
ATA is a custom tag indicating that armor of some type is equipped
ATS is a custom tag indicating that a shield is equipped, provided by Shield effects
AT2 is a custom tag indicating plate and shield
AT3 is a custom tag indicating plate without shield
Weapon, e.g. Staff
Staff.PNG
First line is the modifier for no armor or shield, for which no AT10 tag can be created as there is nothing equipped to set the effect. All the other modifiers are changed to reflect this.
AT2, AT3, etc., are custom flags indicating the different armor types
ActionOnly is a qualifier that can be set when defining the effect but doesn't appear to be reflected on the Combat Tracker.
I have used the Untrue Effect extension to get the IFN: tag by modifying the extension.xml to allow all rulesets. Given that everything works if the defender's weapon is unequipped and IFN is not used in the weapon equipped effects, I have assumed that this is not the problem.
This all seems to work except for a significant performance issue; if the defender's weapon is equipped when the attacker rolls to attack, FGU freezes. If the defender's weapon is unequipped, it works fine. This appears to be strange because the defender's weapon should not be relevant. I have tried disabling the effects on the defender's weapon individually to examine the problem further. With one or two effects enabled, it all works fine, but once three or more are enabled the result takes longer to come back (about 5 seconds for 3, maybe 20 - 30 seconds for 4 and longer than I waited beyond that).
I'd hope that the ActionOnly qualifier would fix the problem, as it would be ignored when the defender is not the one taking an action. However, it looks like the ActionOnly qualifier is doesn't do anything as it's not reflected in the Combat Tracker.
Any ideas how to get around this, other than to ask the players to unequip there weapons after every attack?Last edited by PaulChatterton; April 20th, 2025 at 01:06.
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