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October 23rd, 2022, 09:33 #141
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November 2nd, 2022, 08:30 #142
We have now tested in two extensive battles and flanking (and this sneak attacks) work well in all relevant cases. We found some edge cases in the last battle with flanking not recognized when
A) The attacker overlaps half a box to the defender
B) when attacking upwards someone flying 5' high, being flanked by a 10' high second attacker.
C) we still need to check significant size changes - although there was a debate if the second attacker actually threatened the square (again: a half a box topic)
Many thanks for fixing.
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November 2nd, 2022, 15:37 #143
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November 3rd, 2022, 07:22 #144
Overlapping boxes: according to the official 3.5e rules - no it should not. It is possible in FGU to have the tokens placed like that, and there is an old AD&D 2e rule/weapon proficiency on „close quarter fighting” (adopted from “Battlesystem Skirmishes” rules for square maps) which allow movement and attacks with S sized weapons which we adopted as house rule.
So you are right (and that’s why I call it “edge case”), overlapping tokens are not official. I suspect there is somewhere in the ext a “x<5” which I will need to find some day and change to “x<=5” ;-)
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November 3rd, 2022, 12:27 #145bmos' extensions
he/them
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November 4th, 2022, 09:41 #146
That looks promising, I will play around with this.
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November 5th, 2022, 03:39 #147
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Interesting. In my game I never have tokens overlapping (except maybe when the party is going up/down stairs to a new map and I need to squeeze them in). I do wonder if it may also cause issues with very small creatures that don't threaten outside their own space. It may not, since it does look at reach, not just distance.
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November 5th, 2022, 10:39 #148
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November 10th, 2022, 16:26 #149
I think I may have found a conflict between this extension and the Token Height Extension by GKEnialb (https://forge.fantasygrounds.com/shop/items/67/view). In a campaign with only the aforementioned two extensions loaded, the flanking and Point Blank Shot functions seem to be working fine. However, the "shooting into melee" modifier is not applied automatically nor does the relevant modifier button in the lower left hand corner appear to do anything. In a fresh campaign with only the Combat Modifier Calculation Extension loaded, shooting into melee calculates as expected though the manual modifier button still doesn't work (it should be noted that all other modifier buttons seem to be working as intended).
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November 10th, 2022, 17:00 #150
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