Thread: Automatic condition checking?
-
April 9th, 2021, 04:27 #1
- Join Date
- Mar 2018
- Posts
- 240
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.
-
April 9th, 2021, 05:05 #2
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.
-
April 9th, 2021, 05:11 #3
- Join Date
- Mar 2018
- Posts
- 240
-
April 9th, 2021, 18:44 #4
- Join Date
- Mar 2016
- Posts
- 228
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.
-
April 9th, 2021, 19:44 #5
-
April 9th, 2021, 19:57 #6
- Join Date
- Apr 2020
- Location
- Camas, WA
- Posts
- 195
An alternative would be this package of effects:
https://www.dmsguild.com/product/210...g--Race-Traits
-
April 9th, 2021, 20:03 #7
- Join Date
- Mar 2018
- Posts
- 240
-
April 10th, 2021, 16:15 #8
- Join Date
- Mar 2018
- Posts
- 240
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.
-
April 10th, 2021, 17:50 #9
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
-
April 10th, 2021, 18:01 #10
- Join Date
- Mar 2018
- Posts
- 240
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