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November 25th, 2019, 03:49 #351
Thanks again for reporting this Curaidh.
I've revisited this issue now that I've had implemented the main conditions and effects. I have a fix for both the Weakness and Resistance doubling issue reported here and elsewhere. This will be in Release 11 - hopefully out on Tuesday this week.Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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November 25th, 2019, 21:50 #352Ultimate License Owner since 2011 and FG GM since 2008
Game Systems: 5E, Pathfinder, Starfinder, Call of Cthulhu, RoleMaster, C&C, Pathfinder 2, Old School Essentials
Home Page: ShadeRaven Sorceries (Blog, Fantasy & Campaign Stories, Cat Tales, and more)
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November 26th, 2019, 20:05 #353
- Join Date
- Jun 2016
- Posts
- 141
In the last Release Update for 26th November it appears: [Fixed] RS2.073 Minimum damage does 1 nonlethal
What does this mean exactly? I may be wrong, but in Pathfinder 2e there is no such nonlethal damage, only nonlethal attacks.
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November 26th, 2019, 20:08 #354
Issues listed with an issue number include a description of what the issue is. In this case, the issue was the the ruleset was assigning minimum damage as 1 nonlethal. Which, as you say, is not correct - hence why it was logged as an issue. This issue has now been fixed - indicated by the [FIXED] label.
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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November 26th, 2019, 20:15 #355
- Join Date
- Jun 2016
- Posts
- 141
Ah, ok, I misunderstood the explanation. Thanks! Nice work! I love the way HIDDEN rolls a flat-check.
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November 30th, 2019, 16:37 #356
- Join Date
- Jun 2018
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- 37
I had a case where heavy armor only applied a -5 move penalty (should be -10) to the character sheet, but when I checked the stats of the heavy armor it had the correct -10 move penalty. Not sure what could have messed up there.
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November 30th, 2019, 21:11 #357Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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December 1st, 2019, 05:30 #358
- Join Date
- Jan 2018
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- 183
When adding damage to a spell - there is no way currently to add spellcasting ability modifier to that damage. I can set that via stat+bonus manually - but it would be nice to have the spellcasting mod as an option.
Same when looking at a monster - which can be automatically parsed as the DC-10 for any spells listed (as they don't explicitly call out proficiency or casting stat).
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December 1st, 2019, 05:38 #359
Use the "Mult x Stat(max)" button cycler to set the ability to add a multiple of that abilities modifier to the damage action. This is how you add the spellcasting ability modifier to a damage action. If that's not what you're referring to, please give more info.
Not sure what you're referring to here - can you expand on this please?Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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December 1st, 2019, 06:13 #360
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- Jan 2018
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