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  1. #11

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    Thank you for the work

  2. #12
    Quote Originally Posted by Remedeez View Post
    While, yes I do agree with you, the PHB does lay out the Proficiencies as 2 "categories", I personally think it wouldn't be detrimental to then break down those categories into the vehicles listed in the PHB (Rowed-vessels, sailing ships, etc).

    I find it not much different than how the musical instruments are. It could have just been "string instruments", "wind instruments" etc., but alas WotC gave us specific instruments here.

    But yes, I should at the least include the specifications given in the PHB. And I will!


    Edit:
    The mod has been updated. The vehicle proficiencies have been expanded to Land, Water and Air (for now). Will consider (if and) how to expand those out.

    Attachment 17607

    Please re-download file from first post in this thread to see the updated Vehicle skills expanded.
    Awesome work! Thanks so much for sharing.
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  3. #13
    Are things like Thieves' Tools not supposed to have a Dex modifier, just the Prof modifier?

  4. #14
    Zacchaeus's Avatar
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    Quote Originally Posted by Seananigans View Post
    Are things like Thieves' Tools not supposed to have a Dex modifier, just the Prof modifier?
    Thieves tools allow you to add your proficiency modifier to pick locks or disarm traps attemps. Picking a lock or disarming a trap is a DEX based skill roll; so in essence yes you get your DEX modifier to your thieves tools 'skill'
    If you need to contact customer support or 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 to the customer support portal https://fantasygroundsunity.atlassia...stomer/portals

  5. #15
    While it's not obvious from the layout of the PHB, tools are ability checks just like skills. The proper way to write it would be a Dexterity (Thieves' Tools) check. So yeah, it would add proficiency to your dexterity check.

    Now, tools are different from skills in that they don't hold to a single ability score all the time. So the DM may call for other checks such as an Intelligence (Thieves' Tools) or a Wisdom (Thieves Tools) for certain situations, such as when disabling a wagon brake (something easy to get at but you need to know which tool to use) or when judging how likely a complex lock is to break one of your tools, respectively.
    I never claimed to be sane. Besides, it's more fun this way.

  6. #16
    why have a extensions for skill checks with tools ? is it not just go edit on skills and add a new skill like thieve tools and set it up ? or have i misunderstood this ?

  7. #17
    Zacchaeus's Avatar
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    Quote Originally Posted by Wulfquee View Post
    why have a extensions for skill checks with tools ? is it not just go edit on skills and add a new skill like thieve tools and set it up ? or have i misunderstood this ?
    You haven't misunderstood. The author of the module has just done all that for you enabling the skills to be picked all ready set up for you.
    If you need to contact customer support or 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 to the customer support portal https://fantasygroundsunity.atlassia...stomer/portals

  8. #18
    Quote Originally Posted by Zacchaeus View Post
    You haven't misunderstood. The author of the module has just done all that for you enabling the skills to be picked all ready set up for you.
    Yep yep, this exactly.
    I just made it for easy set-up. Its just a module, not an extension

  9. #19
    This is awesome, thank you for sharing! Saved me a big headache!

  10. #20
    Hi @Remedeez, work it with FG Unity?

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