Thread: 5e Questions - Magic Setup...
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December 8th, 2019, 11:37 #1
5e Questions - Magic Setup...
A couple of quick questions:
1. What is the point of the "magic" radio button in the cast spell effect setup in the 5e client? 5e does not have SR and the magic circle does not automatically include the "magic" damage type when applying damage from that effect. Also, when I put IMMUNE:magic on the target, the target did not reject the cast, even though the "magic" circle was checked. It looks like the only way to achieve magic resistance is to explicity note "magic" in the damage type of the damaging effect like: "4d8 necromantic,magic" and to explicity include RESIST:magic on the target. So, does the magic radio button have any function? My expectation was that if I checked it that there would be an automatic magic tag added to any cast I use or damage I apply.
2. Why doesn't the FG spell block setup sheet in the 5e client have entry fields for the ATTACK/SAVE type and the DAMAGE/EFFECT type? For example, as in the spell Acid Arrow. There is nowhere to enter the text for those extra fields, except in the main description. The setup that FG uses does not match the typical 5e spell descriptor block and these fields should probably be present/added.
The missing fields in the FG setup make it harder to see at a glance what the spell is supposed to do.
Last edited by HoloGnome; December 8th, 2019 at 11:42.
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December 8th, 2019, 12:27 #2
The fields are not missing according to the Players Handbook. If you look at the hardback version and the FG version they are represented almost identically
FG parses the 5e spell descriptions which use a consistent way of describing the spells, and builds the actions from that
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December 8th, 2019, 13:52 #3
True. I just looked at my PHB. But, it's not really optimal, makes things harder for the GM, and doesn't match the newer digital resources at dndbeyond. It might be worth considering a change to improve usability and match the sanctioned online tool.
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December 8th, 2019, 14:21 #4
Uh, FG is every bit as sanctioned as D&D Beyond. They are different products, and both try to present the info in a way that is consistent with the source and useful.
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December 8th, 2019, 15:26 #5
HoloGnome are you new to 5E on FG?
Add a spell to your Actions tab and check it out.
Edit some values on the spell and then right click it and choose reparse.
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December 8th, 2019, 15:55 #6
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December 8th, 2019, 16:08 #7
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I’m not sure what help “Attack/Save: Ranged” is when it already says the spell’s range is 90 ft. I’d really like to know what the added benefit is there.
The damage type is clear where it says “4d4 acid damage” in the spell description. FG parses that text and handles the damage type appropriately.
Both seem redundant to me.Last edited by notrealdan; December 8th, 2019 at 16:09. Reason: Typo
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December 8th, 2019, 16:22 #8
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It just occurred to me how these fields could be useful, and are used this way on DDB: filtering.
Say you wanted to find all spells that do acid damage at range. Those categories could be useful for filtering the spells to show just ones that match that.
spell_filter.jpg
I don't know a way to do the same search in FG.Last edited by notrealdan; December 8th, 2019 at 16:31. Reason: Added screenshot
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December 8th, 2019, 18:49 #9
As regards your first question all of the spells in 5e are explicitly magic; in other words when you make a spell attack FG knows that this is a magical attack.
There is no such thing as immunity to magic in the 5e ruleset. Some creatures have resistance to magic which allows them advantage on any saving throw against magic. Such creatures will have a trait called Magic Resistance and FG knows to make any saving throws with advantage when such a creature is subjected to a spell attack that allows a saving throw. You can add this as an effect to a player character as well which will do the same thing.
Whilst there is no immunity to magic there is immunity (and resistance) to damage types. So, whilst a creature might not be able to resist a fireball just because it is magic they can certainly be immune to fire damage. In your example there is no such thing as necromantic damage. There is however necrotic damage which would likely be the damage type favoured by necromancers.
The magic tick box is there so that items such as weapons and armour can be classed as magic items. Weapons with the magic box ticked automatically do magic damage in addition to their normal damage.If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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December 8th, 2019, 19:45 #10Originally Posted by zacchaeus
On immunity, I just did some searching and I could only come up with 2 creatures in 5e that have magic immunity (limited). I thought there were others...but maybe just resistance which translates to ADV. The immune creatres are: the Rakshasa, which has limited immunity to spells lower than 7th level. The other is the Helmed Horror that, upon creation, is immune to specific spells (typically fireball, heat metal and lightning bolt). There may be others. But, I thought I saw IMMUNE:magic working in the CT. But, no way to add a level descriptor. It might be interesting if you could define an effect like IMMUNE:magic[level] for immunity to level 6 and lower spells or IMMUNE:magic[spellname]...but...definitely low utility with only 2 creatures. Another cool effect would be REFLECT:magic[spellname] to match the related 5e creature abilities. But again...corner cases that GMs can manage.
Originally Posted by zacchaeus
Originally Posted by Nickademus
Originally Posted by damnedFG Wish List - https://fgapp.idea.informer.com/
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