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  1. #51
    Quote Originally Posted by Dax Doomslayer View Post
    Hi - thanks for the reply. I had just purchased the Savage Attacker and the Cast Button extensions and am playing around with them. The Savage Attacker works fine and I'm just trying to figure out what this does for Smite (and swap initiative also) and how to use it. The documentation states:

    "Paladin Smite Flow: This update adds automatic Paladin Smite tracking to the Combat Tracker. When a character with the Paladin’s Smite feature is added to the tracker, the extension automatically adds a Paladin smite effect and sets it to ON. On a melee hit, the extension sends a smite reminder in chat. When Divine Smite is applied through the normal effect workflow, Paladin smite automatically changes from ON to SKIP, then resets back to ON at the start of that character’s next turn."

    I'm not seeing any tag nor chat reminder. I'm wondering if I'm doing anything incorrectly or how to get this to work. Thanks!
    Hello

    You are welcome :-)

    This video will explain, sorry if it is not a good video. I just woke up. :-)

    Video: https://www.youtube.com/watch?v=75bRC1BhpeI
    Wrandalljr4
    IT System Specialist
    GMing Since 1982
    CUmming, Ga, EST

    Discord - https://discord.gg/MaV42Rf

  2. #52
    I've bought most of the Bethica modules but saddened that the Players Module is for 2024 only... the players were looking forward to trying some of the races/subclasses out....(And I was so excited some of the new releases that I failed to catch some of them were 2024 only as well LOL stupid me -- I wrote it off mentally as a donation!) Keep up the great work tho!!!

  3. #53
    Quote Originally Posted by SmackDaddy View Post
    I've bought most of the Bethica modules but saddened that the Players Module is for 2024 only... the players were looking forward to trying some of the races/subclasses out....(And I was so excited some of the new releases that I failed to catch some of them were 2024 only as well LOL stupid me -- I wrote it off mentally as a donation!) Keep up the great work tho!!!
    Awe, sorry about that. I switched everything over when D&D 2024 came out. I really apologize for the inconvenience.

    As for the races, I didn’t change them very much. The subraces are now called ancestries. I’m still working on adding more of them. The subclasses didn’t really change at all. The main adjustment was moving the ability score modifiers from the subraces to the backgrounds.
    Wrandalljr4
    IT System Specialist
    GMing Since 1982
    CUmming, Ga, EST

    Discord - https://discord.gg/MaV42Rf

  4. #54
    Quote Originally Posted by wrandalljr4 View Post
    Awe, sorry about that. I switched everything over when D&D 2024 came out. I really apologize for the inconvenience.

    As for the races, I didn’t change them very much. The subraces are now called ancestries. I’m still working on adding more of them. The subclasses didn’t really change at all. The main adjustment was moving the ability score modifiers from the subraces to the backgrounds.
    When trying to use tho in 2014 (which there are still a LOT of people still using) -- it opens up, but as a new subrace, or new background or new ancestry -- which are all blank. *shrugs* ah well.....

    I was looking hopeful to a bunch of your recent extensions but, in the future, will just know not to buy your extensions as they will be 2024 only.... good stuff for the 2024 folks tho!
    Last edited by SmackDaddy; March 12th, 2026 at 23:14.

  5. #55
    Quote Originally Posted by SmackDaddy View Post
    When trying to use tho in 2014 (which there are still a LOT of people still using) -- it opens up, but as a new subrace, or new background or new ancestry -- which are all blank. *shrugs* ah well.....

    I was looking hopeful to a bunch of your recent extensions but, in the future, will just know not to buy your extensions as they will be 2024 only.... good stuff for the 2024 folks tho!
    Hello

    I still may have the legacy version. I can see about putting them in as 2014. Give me some time.
    Wrandalljr4
    IT System Specialist
    GMing Since 1982
    CUmming, Ga, EST

    Discord - https://discord.gg/MaV42Rf

  6. #56
    Just purchased this extension. I'm not getting any upcasting options and it doesn't recognize that warlocks cast spells at their highest spell slot available.

  7. #57
    Quote Originally Posted by Ballzack View Post
    Just purchased this extension. I'm not getting any upcasting options and it doesn't recognize that warlocks cast spells at their highest spell slot available.
    Hello,

    I’ll admit that it did not take Warlocks into account. There are a few improvements I’d like to make, and I will add that to my list. For now, Warlocks will need to manually enter their casting level in the upcast box.
    Wrandalljr4
    IT System Specialist
    GMing Since 1982
    CUmming, Ga, EST

    Discord - https://discord.gg/MaV42Rf

  8. #58
    Not sure if this affects you but it looks like there's going to be a pretty big ruleset update coming out soon: https://www.fantasygrounds.com/forum...read.php?86951.

  9. #59
    I didn't notice the upcasting box before my last post. My bad. There is an interaction with Eldritch blast that is a little funky. Upon reaching level 5 the cantrip gets two beams yet the extension just rolls the damage twice and adds the charisma mod once. Each beam gets a separate attack roll and damage roll. This spell needs to be done manually also. Keep up the good work.

  10. #60
    To be fair, the Spell extension has a lot of quirks that make it not viable as is, at least for our tables due to the following issues:

    - Powers that have checkboxes for uses get triggered when marking a box, and some of those have so many options that it is not feasible to use the automation, but you can't opt out of those and track uses due to the checkboxes triggering it.
    - It has been difficult for players to remember which of their spells can work and which can't which let to a lot of "undo" work for me, so not worth the headache.
    - A lot of small quirks, like warlock, eldritch blast, etc. I understand the reasoning for tying the automation to the use power button, but I don't think it is a viable option for all players.

    Perhaps the new effect changes that are coming will help with recoding this module, I understand the author has put a ton of work into it to get it to where it is, but honestly the old way it was working where you had to label the effects that got used made it much more customizable for the special situations other than the all or nothing approach.

    Just my two coppers... but keep up the great work, I use all your other extensions.

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