Getting Started

Player Guide - Desktop

Player Guide - Gameplay

GM Guide - Desktop

GM Guide - Gameplay

Reference

Effects

Overview

Effect Attributes

Each effect is represented by a number of attribute fields that determine how the effect will be applied within the ruleset. The remaining sections in this portion of the manual will provide example effects and go into detail about how the effect attributes will impact your game when effects are applied.

Using Effects in Your Game

Effects in 4E can be very complex, once you decide to take advantage of all of the functionality available. Many features of effects can be handled manually by calculations done by the players and GM, just like sitting around the gaming table. It is recommended that you slowly add effect capabilities to your game until the comfort level of you and your players has been reached.

While effects can be entered manually, the effects system was designed to pull the effect information directly from the power description text by parsing the words. Just enter the text in the exact same format as the rulebooks, or drop the powers from your own data modules.

The effect system was built to handle 90% of the situations. 4E can be a very complex game, as it is built using exception-based game design principles. With all the exceptions that are defined by powers, and the primary focus of the effects support was for the core rulebooks (PHB, DMG, MM); there will be some powers and effects that will not be able to be represented in the current version of the ruleset.

Unsupported Effects

  • Effects that expire on the target's initiative will need to be adjusted manually, since applied effects always use the effect originator's initiative.

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