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June 4th, 2021, 06:42 #261
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- Jan 2014
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- California
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- 1,564
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June 4th, 2021, 06:46 #262
Methinks it was a misreading.
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June 4th, 2021, 11:15 #263
My extension implements some of the systems from Combats & Tactics, such as their method for determining critical hits, locations and severity, as well as their phased initiative system. It doesn't reproduce the actual "rulebook text" like you see when you buy an officially licensed Fantasy Grounds product.
I did create a module for my own use that has the actual critical hit tables entered as Fantasy Grounds-style tables, along with stories of explanation text copy & pasted from the rulebook for what all the different crit effects are, but did not distribute it because of it's copyrighted nature.Click here for my Forge Page
Forum threads for 2E Extensions: Player's Option Crits, Additional 2E Automation, and Hackmaster-style House Rules
Forum threads for 2E Modules: OSRIC for 2E
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June 4th, 2021, 12:23 #264
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- May 2020
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- WA (Western Australia)
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- 167
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September 2nd, 2021, 18:38 #265
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- May 2016
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- 521
Likely this is my inexperience with FGU but I can't find a way to hide the details of a potion from the players. If it is set to unidentified it will show the unidentified name in the player sheet (I meant party sheet) but if the player clicks the items in the [party] sheet they will see in the powers tab the details of the power. Obviously most potions (other things as well I'm sure) give a lot of info away in the powers tab.
Am I doing something wrong or is that a bug?
JasonLast edited by jharp; September 2nd, 2021 at 19:18. Reason: clarification
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September 2nd, 2021, 19:03 #266
I see nothing as a client when a potion is not identified. Once it is tho, everything shows.
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Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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September 2nd, 2021, 19:14 #267
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- May 2016
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- 521
I should have been clearer. The item is in the party sheet awaiting distribution. So if you click the link for the item in the party sheet (not the character inventory) then the power tab has details that should be hidden.
If I test from the inventory it works as expected.
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September 3rd, 2021, 16:36 #268
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- Aug 2021
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- 46
OK, I've done a bit of searching and haven't found an answer to these two questions. First I'm running FGU 4.1.5 Ultimate with no extensions, and I've got PHB, DMG, and MM loaded.
1. I've enabled the dice tower in options but it is not visible on my (DM) screen, although it is visible on my players screen. Where's mine?
2. When making a thief, the thief skills are not updated with race or dex modifiers. Is this a bug, decision, or something that was not possible to code? Am I building the character sheet in the wrong order? I've tried a couple of different orders, and the skills never update.
Thanks!
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September 3rd, 2021, 17:46 #269---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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September 8th, 2021, 02:41 #270
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- Aug 2021
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- 46
Hi Celestian. Thanks for the info on the dice tower. I was just being obtuse....
OK, here's another one for you. The 2nd level mage spell Strength. It doesn't interact properly with exceptional strength, and it doesn't look like it has a limit of 18/00. So if I put the effect on a fighter with 16 strength and the roll is 8, he will end up with a 24. 18/xx is treated as 18 then the roll of the spell effect gets added to that.
So it looks like the solution for a fighter with 18/xx str is to modify the stat blocks manually and add the spell dice roll to the second row of str mods. Was this impossible to code to work with exceptional str?
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