Thread: 5E - Constitutional Amendments
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October 21st, 2020, 22:10 #71
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- Jun 2020
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- 26
was loving this extension until i found out it conflicts with One Click Druid from DM's Guild ):
I mean, the adjust field conflicts, because usually, the animal HP is updated directly in HP field of the character. However, with your extension turned on, the Change in HP goes to the adjust field, and don't reset when you revert the transformation ):
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November 18th, 2020, 00:08 #72
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- Sep 2020
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Quick Question on how to manage the Max HPs on the character sheet. I believe the value in the CT is the adjusted Max value, which can be affected by spells or undead effects. The Max HP on the character sheet looks to be the unadjusted max value. If that is the case, how do you modify the Max HP on the character sheet as it is locked? Ran into an issue where the HP wasnt correct for one of the characters and I am not able to modify the Max HP for a character. I tried to remove the extension, modify the hp, and then re-enable it but there looks to be values in the db which are readjusting the max value from the changes I made earlier. Thanks for the help.
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November 19th, 2020, 02:08 #73
Does this extension work with the "Current HP Extension" found here on the forums?
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November 19th, 2020, 21:28 #74
This might be an odd request, and so niche idk if you would be willing, but can there be an option to turn off the Con bonus to HP auto calculation? I run a game and use some old 3.5 varients for life points and HP. There is no extension for it so our HP is life points (set by Con score like 15 or 18) and our Temp points functions as the usual HP players roll. I like so much about this extension, but the con bonus will effectively break it for my game.
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November 19th, 2020, 22:55 #75My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
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November 19th, 2020, 23:02 #76
The character sheet max hp is derived from the individual rolls (or average) from each character level and the character's con modifier. Opening the Class & Level window allows editing of the individual values. That said, if you can provide more information about how the calculated hp was incorrect it would be appreciated. If there's a bug I'm happy to address it.
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November 19th, 2020, 23:06 #77
A more robust solution might take a bit of effort, and I don't have as much free time as I did when I made the extension, so it may take a while. That said if you have the inclination to make adjustments yourself, DM me here or on Discord I can help walk you through the process.
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November 20th, 2020, 20:19 #78
Last edited by Aedus Amaterasu; November 20th, 2020 at 20:19. Reason: grammer
Ultimate License Holder: Anyone can join my games, you only need the Demo.
Timezone: US Eastern Standard Time (-4 UTC)
Currently Running: 5E [D&D] - Homebrew - Saturday Nights, 6pm-10pm Central
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November 23rd, 2020, 19:54 #79
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I opened up the Class & Level window and I see the XP, Class and Hit die details but dont see where the actual HP can be defined. Let me know if I am looking in the wrong place.
My challenge currently is that for previous levels I used the derived HP but wanted to move towards using a manual roll. With your extension I have access to the Cur HP field that I can adjust but cant manipulate the Max, which I thought represented the base HP without impacts based on spells like Aid or effects such as Undead attacks.Last edited by jaeby220; November 23rd, 2020 at 19:56.
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November 23rd, 2020, 20:10 #80
There is a magnifying glass to expand each class, showing the per-level values. The image in the first post can be used for reference. Also, the extension adds an option that will automatically roll for hitpoints when the character levels up, if desired.
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