STAR TREK 2d20
Page 8 of 13 First ... 678910 ... Last

Thread: Effects Lists

  1. #71
    https://docs.google.com/spreadsheets...it?usp=sharing

    Google sheet i am putting together with coding effects..

    If you know a way to code something, please leave a comment on how and why. I am always looking for ways to improve.
    Last edited by Bloodright; May 10th, 2020 at 00:13.

  2. #72
    I finished up the Primary fighting styles for Soldier last night, need to make coding effects for any Gear Boost, and class features. This is all rough draft stuff, so i will need to make another pass on it later. going to work on Operative next.

  3. #73
    Can you give an example all parsed out, Say for the shield spell?

    <shield type="number">0</shield> ???

    Shield (spell);<Shield type="4">4</shield>

    is this what you type into the effects line

  4. #74
    no.. if you mean shield spell that adds 4 to AC..

    EFFECTS: Shield; AC: 4 (set target to self and duration 1 rd)

  5. #75
    Thanks, got it to work, I was making that way to complicated, I thought that the character sheet would update in the AC section to reflect the effect.

  6. #76
    Sorry if this has already been mentioned, but I was fiddling with the Operative's Trick attack myself before stumbling on this thread and I do have a way to automate the initial check.
    1. Add a "spell" in the Actions tab for each of the three possible checks (stealth, bluff, intimidate)
    2. Add and ability action of the Cast Type
    3. Attack is Ability + Skill [+ Modifiers]
    4. Defense is 20 + CR


    Here's an example for the stealth check for a Lvl 1 operative with the Ghost specialisation
    Trick attack.png

    Also, something I don't really understand - why apply a "Tricked" effect to the targeted enemy?
    Isn't it less work for all parties to only apply an effect to the player, when the check is successful, which expires after their turn?
    Last edited by HeckoX; July 12th, 2020 at 14:45.

  7. #77
    If I was setting that up, it would just be to indicate WHY they were flat-footed or the other one for debilitating trick....if it is just on the level 1 trick attack, setting a Tricked indicator for a single roll is pointless and too many extra steps.
    aka Laendra

    (Discord: Laendra#9660)
    Ultimate license (FGC/FGU)
    Current Timezone : Central (CDT) (GMT -5)
    OP: 3317036507 / 2369539

    My opinions are my own and represent no entity other than myself

    Extension Support Discord: https://discord.gg/gKgC7nGpZK

    Extensions = risk to your gaming experience. If you haven't tested out the extensions in your campaign before your gaming session, turn them off. If you don't backup your campaigns regularly, you're doing it wrong.


  8. #78
    Quote Originally Posted by HeckoX View Post
    Sorry if this has already been mentioned, but I was fiddling with the Operative's Trick attack myself before stumbling on this thread and I do have a way to automate the initial check.
    1. Add a "spell" for each of the three possible checks (stealth, bluff, intimidate)
    2. Add and ability action of the Cast Type
    3. Attack is Ability + Skill [+ Modifiers]
    4. Defense is 20 + CR


    Here's an example for the stealth check for a Lvl 1 operative with the Ghost specialisation
    Trick attack.png

    Also, something I don't really understand - why apply a "Tricked" effect to the targeted enemy?
    Isn't it less work for all parties to only apply an effect to the player, when the check is successful, which expires after their turn?
    How do you create the "Ability Use" window? I followed your steps but non of the cast types I could create are like the screen shot you provided.
    FGU Ultimate License
    FG Discord - Lord_Ulric
    Time Zone: US Eastern (GMT -5)
    Playing -
    Starfinder, D&D, Savage Worlds, Call of Cthulhu, Hero System aka Champions, Traveller, and more!
    My Forge Creations

  9. #79
    Quote Originally Posted by Ulric View Post
    How do you create the "Ability Use" window? I followed your steps but non of the cast types I could create are like the screen shot you provided.
    On your right click radial menu, select "Add Cast". For the Actions tab that gives you the Ability Use window.
    aka Laendra

    (Discord: Laendra#9660)
    Ultimate license (FGC/FGU)
    Current Timezone : Central (CDT) (GMT -5)
    OP: 3317036507 / 2369539

    My opinions are my own and represent no entity other than myself

    Extension Support Discord: https://discord.gg/gKgC7nGpZK

    Extensions = risk to your gaming experience. If you haven't tested out the extensions in your campaign before your gaming session, turn them off. If you don't backup your campaigns regularly, you're doing it wrong.


  10. #80
    Quote Originally Posted by deer_buster View Post
    If I was setting that up, it would just be to indicate WHY they were flat-footed or the other one for debilitating trick....if it is just on the level 1 trick attack, setting a Tricked indicator for a single roll is pointless and too many extra steps.
    My feelings exactly. If it was an effect with a duration longer than the same action that gives the effect, I would have done the same. As it is now, it just gives the GM an extra task to manually remove the effect after the next roll or two, which seems silly to me.

    Quote Originally Posted by Ulric View Post
    How do you create the "Ability Use" window? I followed your steps but non of the cast types I could create are like the screen shot you provided.
    Sorry, like deer_buster mentions, it needs to be done from the Actions tab, which wasn't made clear, so I've updated my original post to better reflect this.

    You should end up with something like this
    Attachment 37630

    So start by making an ability class in the Actions tab
    Select # of sections to b 1
    Name the section (mine says Trick Attack)
    And then follow the steps from the previous post

    In the image, you can see 2 buttons: one for the check and one for the effect (the latter of which they only press if they were successful; easy as pie).

    ATK:2 is to substitute for flat-footed, since mechanically it's the same.
    The only downside to my solution is that if the effect is applied and the PC misses the target, the GM needs to manually remove the rest of the effect (the added dmg die)

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
DICE PACKS BUNDLE

Log in

Log in