Thread: 5E - Constitutional Amendments
-
March 8th, 2021, 05:37 #171
- Join Date
- Oct 2018
- Posts
- 41
Hi. See post 1 in the middle of the picture.
On main sheet open the class part. Left from fighter click on the round thing. It will open the HP per lv. There you can change it.
-
March 8th, 2021, 18:12 #172My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
My GitHub: https://github.com/MeAndUnique
Buy me a coffee: https://ko-fi.com/meandunique
Discord: MeAndUnique#6805
-
March 8th, 2021, 18:13 #173My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
My GitHub: https://github.com/MeAndUnique
Buy me a coffee: https://ko-fi.com/meandunique
Discord: MeAndUnique#6805
-
March 8th, 2021, 23:51 #174
Concerning the Polymorphism extension compatibility. I took a quick look and it seems like there is a chance everything will work out if Constitution Amendments is given a higher load order. If anyone has the inclination to verify I would greatly appreciate it, and if not I can take some time to do so in the future.
My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
My GitHub: https://github.com/MeAndUnique
Buy me a coffee: https://ko-fi.com/meandunique
Discord: MeAndUnique#6805
-
March 9th, 2021, 03:53 #175
What do you think about making a version of this with just the Damage Types for CoreRPG? :-)
-
March 9th, 2021, 07:04 #176
- Join Date
- Mar 2017
- Posts
- 33
No rush, as I discovered a work-around (instead of changing Constitution scores, I just have it adding a + or - to constitution checks and saves, which works in most cases) but that's great!
-
March 9th, 2021, 18:48 #177
The entirely of the damage type logic depends on scripts that reside in the 5E ruleset itself. So unfortunately, that would not be a trivial task. And I don't think it would even be possible to do so in a manner that would allow the extension to work with all rulesets based on CoreRPG.
My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
My GitHub: https://github.com/MeAndUnique
Buy me a coffee: https://ko-fi.com/meandunique
Discord: MeAndUnique#6805
-
March 9th, 2021, 19:03 #178
-
March 9th, 2021, 19:41 #179
- Join Date
- Mar 2020
- Posts
- 205
-
March 9th, 2021, 23:29 #180
- Join Date
- Jul 2017
- Location
- Texas
- Posts
- 63
Is there a function that exists or could be added that allows for the adjustment of Max HP through an item / effect. For example, in one of my games a player has a cursed ring of protection. It functions exactly as a normal ring of protection, but lowers their Max HP by 5 as long as they keep the ring on. I currently have an effect set on the char to increase AC and SAVE by 1 and a note of MAXHP: -5. I then hen manually adjust their Max HP (which now gives an error / warning to adjust the rolled HP with this mod turned on). I could just change it to add a -5 adjustment and to not reset on rest, but then that removes the functionality for things that do go away after a rest.
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks