Thread: 5E - Better Combat Effects Gold
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June 30th, 2025, 00:07 #721
This looks even better than my way.

I'm going to re-code the Barbarian to use this method for tonight's game. Quick clarification—I'm assuming that the "AST" for the first effect is referring to "Activate Start of Turn" which is abbreviated as "AS" in FGU...?
While I have your attention, my Barbarian player and I have been struggling to 'automate' the Reckless Attack and Brutal Strike combo. Do you have any suggestions for that?
The text for each respectively reads: "You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time." and "If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn’t have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options."
I don't know of a way to 'cancel' ADVATK without making it a separate effect from Reckless Attack (ADVATK; GRANTADVATK; [SELF]; [SRS]) and Brutal Strike (DMG: 1d10; [ROLL]; [SELF]). I'm also trying to achieve this without having to temporarily apply DISATK to the Barbarian. Any suggestions would be appreciated.
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June 30th, 2025, 01:13 #722
Yeah. Activate start any turn.
Here is what I use:
Reckless Attack; GRANTADVATK; IF: !CUSTOM(Brutal Strike); ADVATK: melee; ([SELF]; [SRS])
Brutal Strike; IF: CUSTOM(Reckless Attack); IF: !DIS; DMG: 1d10 ([ROLL]; [SELF]))
When the BS is on the RA is off and BS only works if the RA is an effect on the Barbarian.Last edited by nephranka; June 30th, 2025 at 01:30.
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June 30th, 2025, 19:58 #723
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July 4th, 2025, 18:31 #724
Guess "*" is off limits in effects as BCEG will be interpreting it and potentially removing it.
Last edited by SilentRuin; July 4th, 2025 at 19:19.
Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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July 13th, 2025, 03:37 #725Templar
- Join Date
- Apr 2020
- Posts
- 136
I have a mass army battle coming up next week, really hoping you can get this fixed. On the K&W forum, Moon Wizard said :
"just pushed an update to remove the missing file issue. It looks like the DLC developer removed the unneeded directory, but forgot to remove the reference. Please run a new Check for Updates to get the latest.
For the BCEG issue; you'll have to take that up with the BCEG extension developer.
Regards,
JPG"
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July 20th, 2025, 15:12 #726
Edit: of COURSE I found it right after posting what I was looking for. Cheers.
Last edited by JimSocks; July 20th, 2025 at 15:14.
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July 27th, 2025, 01:50 #727Templar
- Join Date
- Apr 2020
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- 136
Is there somewhere else I should have posted my question? It's been a couple of weeks with no response.
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July 27th, 2025, 23:04 #728
Try on the GrimPress discord:
https://discord.gg/grimpressPlease consider voting for these features:
Feature idea: add a toolbar/dockbar for FGU windows to minimise into (Discussion and examples here)
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July 27th, 2025, 23:10 #729
Ryan the author is away on business so likely hasn't got to this yet.
-MrDDT
Discord @mrddt
Grim Press Discord (Publishing/Extensions/Modules)
Bethica Discord (West Marches RPG)
PLEASE VOTE FOR THESE FEATURES VERY IMPORTANT!!!
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August 11th, 2025, 03:46 #730
SNEAKATK isn't working correctly after the latest FGU update. With only BCEG loaded, after sneak attack is deactivated because of being used, it no longer activates when moving to the next turn in the combat tracker. Manually reactivating the effect works.
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