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July 4th, 2020, 11:37 #271
Hi Captain Beikoku,
The rules are a little vague about which skills apply an armor check penalty as I recall. Climbing does of course, and I think based on 3.5E, you could assume some others. I have tended to not automate these things if the rules are not explicit about them.
But I am always willing to change it based on feedback. If anyone else feels this should be automated, please let me know...
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July 4th, 2020, 11:53 #272
Hi Baufrin,
I will look that up and post them here. The user guide states that attack modifiers are applied per Table 4-1 (page 78), so that would mean...
Modifiers Menu ('+/-' button in upper right corner)
Medium Range = -2
Long Range = -1d
Firing into Melee = -1
Effects on Attacker:
Invisible = +2
On Higher Ground = +1
Squeezing = -1d
Entangled = -1d
Effects on Defender:
Behind cover = -2
Entangled = +1d
Helpless, Paralyzed, Sleeping, Bound, Grappled, Restrained, Stunned, Unconscious = +1d
Kneeling, Sitting, Prone = +2 melee, -2 ranged
The one exception from the table is 'Blinded' because there are so many different applications of that effect described in the rules. If you feel this should apply the +2 modifier as described in Table 4-1, post your thoughts.
Another possibly overlooked function is the 'Short Range' button in the modifiers dialog box. This applies your STR modifier to damage for a ranged attack. The item description states whether this rule applies to a specific weapon (typically thrown weapons like handaxes).
Hope this helps!
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July 4th, 2020, 11:59 #273
I finally identified the issue with effect duration units! It's amazing how a simple error can elude you for so long, even when you've looked right at it a dozen times... So, you should get an update on the Test channel soon. I also cleaned up some of the spell actions; right-click for existing spells on your char sheet and select 'Reparse' from the radial menu to apply these.
Let me know if you find any other issues. Otherwise, I will ask to push this to the Live channel in the next week or two. Thank you for your patience!
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July 4th, 2020, 16:22 #274
While on the Live FGC I noticed the "heal" action for Powers does not work. When I add a heal Action for an ability (Lay on Hands) on the Actions Tab it creates a button as usual but when I apply that action I receive the following error: Script Error: [string "scripts/manager_action_damage.lua"]:966: bad argument #1 to 'pairs' (table expected, got nil); and nothing happens. This results in the Judge having to manually change characters hit points when they are healed.
I also checked FGU; the heal action has no effect there either but there is no error displayed.
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July 4th, 2020, 16:25 #275
That clearly needs to work. I will look at it.
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July 4th, 2020, 18:55 #276
I fixed the healing issue - apologies for my amateur coding
This should download with the next update on the Test channel...
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July 11th, 2020, 22:56 #277
- Join Date
- May 2020
- Posts
- 24
Hello Leo, I just would like to tell you that I am running DCC on FG Unity and my group of players and I love it! Thank you SO much for all the hard work that you are doing. Do you know if more modules from Goodman Games are going to make it in the FG store at some point? I really like how they are laid out. Anyways, just wanted to say thank you. Cheers, Ryan
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July 12th, 2020, 12:52 #278
Thanks, Ryan! Goodman Games has taken over the adventure module conversions, and it seems like they are working on quite a few. I don’t have any direct knowledge of which ones or when they will be released, but they are coming. I agree that running DCC games on Fantasy Grounds is really nice - the Goodman Games print/pdf format sometimes needs that extra bit of organizing that FG brings.
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July 12th, 2020, 12:55 #279
The latest update (release 5) should go live from the Test channel on Tuesday, July 14.
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July 12th, 2020, 13:14 #280
Cool.
My Table will start 'Doom of the savage Kings' Tonight.
Thank you for your good work.DnD 5e - Dungeon Crawl Classic - Savage World - DSA
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