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View Poll Results: Do you like the separate DC fields for each roll type

Voters
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  • No, I wish there was just one number (could be on the sheet multiple places)

    18 21.43%
  • Yes, I like setting it for a specific type and leaving it

    53 63.10%
  • Yes, but I would give it up to have DC fields on each of the expander trays

    13 15.48%
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  1. #581
    Tested this in a live game and players roll normally in the chat but GM rolls are doubled.

  2. #582

    V2.20.2

    Version 2.20.2

    Double rolling should now be fixed

  3. #583
    Quote Originally Posted by mccartysr View Post
    Version 2.20.2

    Double rolling should now be fixed
    Thank you for the quick fix. Have nice travels!

  4. #584
    I'm having a problem where for one campaign the "NPC: Prompt owner to roll saves" isn't working. No matter whether the option is on or off the saves always roll automatically. I can create a fresh campaign and this option works fine. I can turn off all other extensions and the problem does not go away with my current campaign. Can anyone suggest any troubleshooting strategies I might use to try and correct this. Obviously I could just try creating a new campaign but that'd be a real pain.

  5. #585
    Try typing:

    /RRclientsaves

    into the chat box at the start of your game. I don't remember where I saw that hint, but I think it overrides any other settings by you or your players and stops the auto-roll.

  6. #586
    So this one ended up just being user error on my part. I had "roll automatically for the GM" turned on, and that overrides the "NPC: Prompt owner to roll saves" option.

  7. #587
    I'm having an issue where monster skill checks are only adding the modifiers explicitly labeled in the stat block, but not adding modifiers that should exist based on the ability modifiers and proficiencies. Is this normal? Do I have to manually add the skill modifiers to the stat block?

  8. #588
    Quote Originally Posted by MasterReport View Post
    I'm having an issue where monster skill checks are only adding the modifiers explicitly labeled in the stat block, but not adding modifiers that should exist based on the ability modifiers and proficiencies. Is this normal? Do I have to manually add the skill modifiers to the stat block?
    Assuming 5E in the vanilla Fantasy Grounds implementation, skill rolls for NPCs do not apply ability modifiers unless they are in the stat block.

  9. #589
    Using 5E.

    Recently, when a PC rolls a natural 1 on a skill check (with a DC set via the Request Rolls extension), it is incorrectly reported as a success.

    Even with double nat 1s on a skill check with disadvantage:

    FG Success.png

    I don't think it's related to the extension (unless it was a recently introduced issue), but wanted to report it just in case. Has anyone else seen this?

    It's consistent (but takes a while to duplicate). It happens for different PCs and different skills.

    Is there some option or setting that could affect this behavior?
    DISCORD / EXTENSIONS:
    Combat: Crit Dmg Options, Effect FX, Enlarge/Reduce, Flavorful Names, Hidden Death Saves, Lingering Injuries (PL), Major Injuries (DK), Special Dmg FX, Spell FX, Summoner, Weapon Dmg Props
    Skills: Crits & Fumbles, Fail Forward, Toolkit Actions
    DM Tools: DB Search, Dynamic Pricing, Party Info, Redacted Table Fields
    For Fun: Achievement Tracker, Boar Riding, Dragon Cards, Drink & Sink, Fishing Fun, Seven Seas, Tarot, Turtle Race
    Puzzles: Cryptex, Volvelle, Word Key

  10. #590
    As noted in the other thread you posted in, a natural 1 is not an automatic failure for skill rolls (at least in 5E rules).

    Regards,
    JPG

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