Thread: AD&D 2E Ruleset Tips
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May 3rd, 2025, 13:28 #141
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- Dec 2019
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ActionOnly in Combat Tracker
I am currently trying to create an authentic 1E experience using the 2E ruleset with the AD&D Options and House Rules extension. I'm nearly there except for a couple of issues.
1. There is no way to turn off automatic hits on a 20 and misses on a 1. There are no automatic hits and misses in 1E. However, I am not too concerned about this as it's not too hard to check manually whether something should be a hit or a miss if a 1 or 20 is rolled.
2. I am having trouble implementing the 1E to hit modifiers by weapon type and armor type. I believe I know, in theory, how to do it, but I'm getting a performance issue; Fantasy Grounds freezes when rolling a hit roll if the target has a weapon equipped. If I manually disable all the effects for the target's weapon in the combat tracker, again it's fine. If I then enable them again one at a time, I find that there is no problem for the first couple of effects, but when I get to 3 effects, there's a 5 second delay before the hit roll comes back, with 4 effects perhaps 20 to 30 seconds, and beyond that it takes so long that I give up waiting.
I re-iterate that this is the target's weapon and the effects in question shouldn't even be a factor when the target is receiving an attack.
I had hoped that applying ActionOnly to these effects would resolve the problem as the target is not making an attack roll or damage roll, but it doesn't seem to make a difference. However, this is where I think I might have found an issue. Although the ActionOnly is reflected against the weapon in the character's inventory, there is no sign that the ActionOnly component is transferred to the Combat Tracker when the weapon is equipped. I have attached a couple of pictures illustrate.
Staff.PNG
CombatTracker.PNG
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May 3rd, 2025, 15:59 #142
The 2E ruleset follows the Core rules for dice rolls of 20/1. It doesn't have a option to turn it off.
FGU has issues with a large number of effects. Looking at the screenshot you have a good amount. There are various reasons for this and the less you have the better. The only "weapon versus armor" style that is currently provided is the 2E style. It uses the conditional ARMOR(). The PHB items in the 2E content do not configure by default as it's an optional rule. A DM can add these values to items. It is however not the 1E style.
If you mean you don't see a "ActionOnly" tag in the CT thats because it's not necessary for that view, it's only relevant on the object you're configuring. Does not mean that the flag is ignored.
You might want to ask in the thread for the 1E Extensions for the extension you mentioned. I can't speak to what interactions it might have with the 2E ruleset, but they will have a better idea to achieve the goals you want.---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset FGU Reference Module, or Web.
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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May 3rd, 2025, 19:37 #143
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- Dec 2019
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I understand that the 1E weapon modifiers are not implemented, which is why I have implemented them myself through the effects. I haven't provided details for the armor effects side of it because I can see that's working from my tests. Everything works fine if the target's weapon is unequipped. What I don't understand is why the target's weapon effects are even considered when the ActionOnly tag is ticked; from the target's perspective, this is not his action.
I have tried raising this through the Extension thread too and, while I received an initial response from Doomsword to say he would look at it, I haven't had any further response for a few weeks, and from other posts, I get the impression that the ActionOnly tag is part of the 2E ruleset, so I decided to try here too.
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May 5th, 2025, 20:30 #144
Any time a attack is made there are checks to look for IF/IFT and the only way to do that is to run through ALL effects on the target. The IF/IFT logic is not aware of "ActionOnly" effects. Only attacks are and thats specific to this ruleset. The other effect functionality is FGU/CoreRPG outside of some other specific things like Armor().
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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 FGU Reference Module, or Web.
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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June 8th, 2025, 00:41 #145
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- Dec 2016
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- Las Vegas NV
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Good Day Celestian
I am trying to put it an AURA effect on the CT and when I try to type it in, immediately after typing the work AURA, I get the following Error.
If I try to add an AURA to a character outside the CT (on the character sheet) it does not give me the error but in both instances the AURA does absolutely nothing.
The effect I was trying to add was: AURA: 10 foe red; IF: ALIGN: (evil); ATK: -1
I was trying to set an AURA for a Paladin as the one that is pre set from dragging and dropping does not impart the -1 on any evil creature in the 10' radius. What it adds does is AC:1 to the Paladin only for all attacks, even those that start outside the 10' radius.Last edited by Bonkon; June 8th, 2025 at 00:43.
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