-
January 17th, 2016, 02:19 #11
-
January 17th, 2016, 03:44 #12Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
-
January 17th, 2016, 09:01 #13
If your healer is likely to have the same level as the rest of the party then you can 'cheat' a bit by including the character's level in the heal when you set up the effect. Open the effect dialog for heal and 'Add Item'. In the new line just click the 'Stat' box until it says 'Lvl'. This is as automatic as you can get for this particular one.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
-
January 18th, 2016, 02:22 #14
-
January 18th, 2016, 04:52 #15
Lesser Deity
- Join Date
- Mar 2006
- Location
- Arkansas
- Posts
- 7,398
Yeah, if the creature the healer uses the kit on is not the same level as the cleric then the player can add a plus or negative mod to the roll. That's how we did it as well. Most of the time the healer is only using it on the other PCs, but if they use it on NPCS (like my guys did in a caravan where they wanted to help the wounded guards but couldn't spend the spell slots) just put a mod in that is the difference between the NPC and the cleric's level.
-
November 2nd, 2019, 07:01 #16
- Join Date
- Oct 2018
- Posts
- 6
Put the "Receive Healing" power on each of the PC target character sheets. The power heals D6 + lvl +1 HP to self when they are the subject of the Healer's healing power.
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks