Thread: 5E Cast at a Higher Level
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August 23rd, 2020, 17:18 #31
You can just left click and hold then right click on the damage for the spell to add dice to the roll for an up-cast spell. Each right click will add another die to the roll.
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August 23rd, 2020, 18:47 #32
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@jrowsey1 Thank you for that note, wasn't aware that the damage would do that! That helps make it easier for my players to handle it themselves, versus me telling them to just roll another d# to add to the damage manually!
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August 23rd, 2020, 18:51 #33
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August 28th, 2020, 18:38 #34
Its handy, but not perfect. It doesn't add the additional modifiers for things like Magic Missile for example.
So bear that in mind and you, as DM will still need to do some minor alterations, but at least the players have some agency
Alternately you can code the higher effect into the higher spell slot - like Beyond does. More initial work, but less to forget later
Will be great when this is done, but until then...
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August 28th, 2020, 18:46 #35
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Will this be FG unity compatible and compatible with critically awesome essentials and Rob Twohy effects compatible and Mad Nomad's Automatic Actions Tab Additions extn etc.
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August 28th, 2020, 20:30 #36
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September 8th, 2020, 07:45 #37
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Fantasy Grounds 'Advanced Spell Damage' extension was released on the DMs Guild a few days ago. Seems to do a similar thing to the one Houndy was working on allowing casting at higher levels. Has a few kinks that hopefully will be ironed out but seems to work after removing and adding your spells back into your character sheet.
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September 8th, 2020, 10:11 #38
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September 8th, 2020, 19:41 #39
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September 15th, 2020, 20:24 #40
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Since it takes some time for @Houndy to finish the extension, I have written my own that automates part of the task - expending spell slots.
Please check it out here:
https://www.fantasygrounds.com/forum...864#post541864
However, looking forward to this extension superseding mine!
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