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Today, 15:57 #281
The only rule in getting me to change my extensions is to convince me I want to use the changes. I'm afraid I for sure do not want these changes in my games. Here is why:
1) I use Death Indicator Extension (free) to have PC/NPC tokens change to tombstone(s) (or whatever I have loaded in assets for that) when all death saving throws have failed - dead dead. As my players often make mistakes and I have to "bring something back to life" I don't want to expend any effort on it. With this I simply reset the HP and the token automatically resets back to regular token. I have no desire to ever not notice DEAD things in CT or Map by a simple glance. Leaving their tokens as they were is a non starter for me. Plus they regularly have me unclutter CT and Map by deleting the tombstones (NPC) when we are sure they are really dead.
2) Map Parcel drops any token - a pillar of salt - rubble - stone statue - whatever image you used into bottom right of the dead dead PC/NPC. I use a bag image myself. If you want to define specific loot parcel template for each CT entry or a given type - more power to you. But I'm not going to lose my ability in recovering something easily when they are dead by mistake. Which currently involves simply setting the HP back to what they should be and dragging the parcel sheet link into the PC/NPC inventory to put everything back which auto deletes the parcel (because I define loot parcels that way as I suggested you all do).
3) If I wish to have something else to unlock the parcel I simply tell them to roll that skill. Either way you have to unlock the parcel yourself when you feel they have opened it. I'm only providing the generic stuff to do this that I personally use on a regular basis.
That in a nutshell is why I don't want to do this. I have to really want something to expend the energy to code it. Sorry.Last edited by SilentRuin; Today at 16:00.
Free Extension(FGU 5E):
Paid Extension(FGU 5E):
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