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April 24th, 2016, 03:47 #11
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Hi,
I've not yet loaded this into FG (not a DM, not sure I can) but looking at the XML, I don't think this includes an augmented summons version for each. Suggestions on how to deal with that? Should I just add an effect that augments them? The effect thing seems easy enough actually but I'm not all that good with FG so I'm not sure it will work especially as a player (I want to keep the DM's work as minor as possible).
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April 24th, 2016, 13:01 #12
I handle it using an effect and then bumping up the HP.
Augmented Summons;STR:4;CON;4
The GM will also need to add 2 hp per HD to the creature's base HP.
One caveat.. creatures who rely on Weapon Finesse... like eagles... will be a bit screwy. They will gain a +2 to their attacks even though they should not... since STR really does not play into their attack roll... but FG doesn't know the difference for the NPC. It is best in this situation for the GM to handle it manually... or to create a slightly different effect. No STR bonus, +2 to damage.
Augmented Summons;DMG:2;CON:4Last edited by Blackfoot; April 24th, 2016 at 13:05.
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April 25th, 2016, 14:29 #13
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Thanks,
That's useful. I would not have realized that the CON change won't impact hit points. Oyi, it's sounding like too much work for our DM.
To your knowledge, is there a way for the DM to hand control of the monsters back to the player? Any extension or something? Seems like it's a heck of a large load on the DM if this is a common thing.
I could also, I suppose, keep around characters that are the common summons. Can the DM keep them out of the combat tracker until they are actually summoned?
Any other ideas on decreasing the burden on the DM?
Mark
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April 25th, 2016, 14:47 #14
Editing must be done by the GM... that part generally takes a very short time on his part. Once the monster is set up... he sets it to friendly and then all the player needs to do is double click the token on the map and they have control over the creature.
Generally, that's exactly what I do.. I keep the most common summons in the tracker... then delete them when the player levels beyond that creature's usefulness. You can control whether they are visible or not by setting them back to 'neutral' and then turning the invisible. I will then set their init to -100 or something so they are always at the bottom of the tracker.Full License Operator - You must have a 'Lite' License to play in my games.
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July 26th, 2017, 22:05 #15
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I cant actually see a link to download these..I may be blind please help Cheers
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July 26th, 2017, 22:23 #16Full License Operator - You must have a 'Lite' License to play in my games.
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July 26th, 2017, 22:30 #17
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
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October 10th, 2017, 00:15 #18
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Was working with this module and noticed spell resistance was not working in the combat tracker. I think the formatting is wrong, and there should be no ":"
Also great work, thanks for the mod
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October 10th, 2017, 01:44 #19
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Welcome to the community forums, oldmanpac!
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October 10th, 2017, 02:17 #20Full License Operator - You must have a 'Lite' License to play in my games.
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