DICE PACKS BUNDLE
Page 1 of 2 12 Last
  1. #1

    Automatic condition checking?

    I've been training a lot to try to make everything as automatic as possible for my players (and to learn everything i can from FGU).

    Is there any way i can use IF or IFT to check if my character is going to be subjected to a saving throw for a specific condition?

    Example: Let's say i need to check if the character is going to be poisoned (the condition), and if it's true, He has ADVSAV: constitution because He's a Dwarf.
    Is there any way to write that?

    What i did is simply add a Power with effect to Self, marked it to expend on the next roll: ADVSAV: constitution; [SELF]; [ROLL]. This works, but this forces me to announce to the player that he's going to be poisoned if he fails the saving throw, so he can apply this effect to himself before i drag the save onto him.

    I believe there's no way, but if someone knows how to do it, i'll be very happy.

    PS: English is not my native language, so i'm sorry if i've mispelled something.

  2. #2
    LordEntrails's Avatar
    Join Date
    May 2015
    Location
    -7 UTC
    Posts
    17,147
    Blog Entries
    9
    No. FG can't further automate that than what you have done. It has no way of knowing that a saving throw is against poison (or sleep, or...). It only know the save or check type (con, str, dex, etc)

    Problems? See; How to Report Issues, Bugs & Problems
    On Licensing & Distributing Community Content
    Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
    Note, I am not a SmiteWorks employee or representative, I'm just a user like you.

  3. #3
    Quote Originally Posted by LordEntrails View Post
    No. FG can't further automate that than what you have done. It has no way of knowing that a saving throw is against poison (or sleep, or...). It only know the save or check type (con, str, dex, etc)
    Nice to know that. Thank you.

  4. #4
    You can check out this extension: https://www.dmsguild.com/product/314..._0_0_0_45545_0

    It has the save with advantage for dwarves and poison amongst other things and it is only a couple of bucks.

  5. #5
    Quote Originally Posted by dmbrown View Post
    You can check out this extension: https://www.dmsguild.com/product/314..._0_0_0_45545_0

    It has the save with advantage for dwarves and poison amongst other things and it is only a couple of bucks.
    Marking to see later. Thanks

  6. #6
    An alternative would be this package of effects:
    https://www.dmsguild.com/product/210...g--Race-Traits

  7. #7
    Quote Originally Posted by Dire Weasel View Post
    An alternative would be this package of effects:
    https://www.dmsguild.com/product/210...g--Race-Traits
    Awesome. I love this community.

  8. #8
    Quote Originally Posted by dmbrown View Post
    You can check out this extension: https://www.dmsguild.com/product/314..._0_0_0_45545_0

    It has the save with advantage for dwarves and poison amongst other things and it is only a couple of bucks.
    Bought it and it works.
    But for anyone reading this in the future:
    It works only if the NPC's effect is dragged into the target from the CT.
    When i drag it from the NPC sheet into the target, it doesn't parse and there's no advantage rolled.

    I'm guessing this extention predicts the Condition for the ST from the next part of text on the CT.

    Example:
    The player character has the "ADVSAVTYPE: Charmed" effect applyed.

    The enemy Harpy wants to use its Lure Song on the character.
    Lure Song Effect on CT reads: "Luring song [SAVEVS: wisdom 11] [EFF: Charmed]"

    The extension seems to understand that if the PC fails the SAVEVS: wisdom 11, then the PC would be charmed, and applies advantage on that Save.

    But it doesn't seem to understand it from the NPC sheet. that reads: (...)"must succeed on a DC 11 Windom saving throw or be charmed"(...).

    That is fine. But anyone that wants to get this extension should know that otherwise expend some time testing until figuring that out like i did lol.

  9. #9
    Zacchaeus's Avatar
    Join Date
    Dec 2014
    Location
    Scotland
    Posts
    20,735
    One wouldn't normally drag things from the NPC sheet. When you put the Harpy on the CT then the 'attack' section will show the SAVEVS effect as you mention. You would then CTRL+Click on the target and then double click on the SAVEVS bit to force the saving throw. I don't know the extension but I would have to assume that it assumes that attacks etc are being properly made from the Combat Tracker.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  10. #10
    I usually use the NPC sheet because i usually have dozens of monsters and 5-7 players at a time. The combat tracker gets too big
    But it isn't a problem, i just have to get used to it

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
5E Product Walkthrough Playlist

Log in

Log in