DICE PACKS BUNDLE
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  1. #381
    Oh my. That is complex.

  2. #382
    I am playing around with creating new classes, and I've noticed that the "Key Ability" field on the "Other" tab for classes should state "Key Attribute" to be in line with the Remaster.

  3. #383
    Trenloe's Avatar
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    Quote Originally Posted by mwfantasygrounds View Post
    I am playing around with creating new classes, and I've noticed that the "Key Ability" field on the "Other" tab for classes should state "Key Attribute" to be in line with the Remaster.
    Thanks for letting us know. We'll get that fixed in the next release of the ruleset.
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  4. #384
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    When i try to make an effect that has a duration of x hours, or x days and i apply it on a character in the combat tracker, they always show as 0 duration in the combat tracker. Turns and minutes works as advertised though.


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  5. #385
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    Quote Originally Posted by Honken View Post
    When i try to make an effect that has a duration of x hours, or x days and i apply it on a character in the combat tracker, they always show as 0 duration in the combat tracker. Turns and minutes works as advertised though.
    This is standard FG functionality - effects that last longer than minutes don't have a duration in the combat tracker, as effects in the combat tracker are measured in rounds and wouldn't realistically ever expire. This is standard functionality for CoreRPG based rulesets.
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  6. #386
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    Quote Originally Posted by Trenloe View Post
    This is standard FG functionality - effects that last longer than minutes don't have a duration in the combat tracker, as effects in the combat tracker are measured in rounds and wouldn't realistically ever expire. This is standard functionality for CoreRPG based rulesets.
    I figured it might have been something like that. But also confusing that there are those options...


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  7. #387
    I usually convert anything with "hours" duration into minutes, but leave the "days" effects alone. It's usually best to deal with those after an overnight rest anyhow.

  8. #388
    The one thing I wish is that things with "hours" durations would still be removed by overnight rest - or maybe just a "remove on overnight rest" toggle for effects.

    There are often cases where an effect is going to last hours, so you don't want it to be removed by "clear expiring effects" since that's useful to use at the end of combat, but it would still be nice to not have to manually remember to remove it after an overnight rest.

  9. #389
    This came up in my game last night. The Recovery Check button on the main page no longer works. When you click on it nothing happens.

    Xargun

  10. #390
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    Quote Originally Posted by Xargun View Post
    This came up in my game last night. The Recovery Check button on the main page no longer works. When you click on it nothing happens.

    Xargun
    It works fine when I test this. Make sure you have a value in the "Dying" field, it won't roll if you don't.
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