Will 5e abilities and items that currently do not work be implemented in FG Unity?
Firstly, this is not an attack on FG in any way. We currently play on it and generally like and appreciate the system. However, my group is currently considering upgrading from FG Classic Ultimate to FG Unity Ultimate and my players have raised this concern (Which I share).
So explain the title more; Right now in the 5e rule set there are numerous abilities and items that do not actually do what they are supposed too. Current examples off the top of my head are 'Barbarian Rage', 'Smite','Gauntlets of Ogre Str.', 'Ring of Protection' etc.
There are obviously many, many others and some more niche than others but the abilities like Rage are pretty central for the barbarian class. Right now, each time a new char has been built or new items found the tech savvy of the groups have been having to search the forums for ways to 'implement' the items or abilities after we find out that they are not working. Some of the fixes are very smooth, others not so smooth and confuse the less knowledgeable players.
They (And I) found it weird that some core abilities simply weren't in the game and needed a player (Community content creator?) to work out how to code it and implement it to even be able to actually play that class. Some fixes were easy and just required creating a new power, copy/pasting in the community created code and clicking it on and deleting the effect to turn it off. Some I even worked out myself how to do after a little trial and error, which seemed to raise the issue of why it wasn't implemented from the start, even if just for basic things like Rage or Smite that are pretty central to certain classes.
After this was raised by one of them many months ago, we were told that the developers were busy concentrating on Unity so these types of things wouldn't be getting fixed. Seemed fair enough at the time, why fix the old systems little bugs when you are building the entire new system?
So are they getting fixed in Unity, or have they already been implemented? After buying the new system, will we still need to be searching for community fixes and creating new powers to make basic abilities work in a kind of janky way that requires the GM to remove effects when the power is 'turned off'? Same for magical items?
Thanks,
Fean