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February 10th, 2022, 21:39 #71
- Join Date
- Mar 2020
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- Beach, West Coast
- Posts
- 27
Tuirgin, I totally get what your saying and agree it'd be very beneficial to have that info included on the npc sheet. I do find searching the resource document cumbersome.
Also, Bayne, I get that time is scarce.
Luckily, it's only 50ish creatures.
Just chiming in. I'll likely add the info to the creatures and add them to my ever growing custom mod.
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February 10th, 2022, 22:14 #72
Yeah, same here. The time requirements aren't trivial and I get that. I just wish there was a way we could contribute so that it wasn't everyone doing it for themselves. We could certainly work up the OGL monsters—that's everything from OSE Classic and the accompanying SRD website. But the Advanced monsters aren't under an open license, so no informal community effort is possible.
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February 10th, 2022, 23:30 #73
Last edited by bayne7400; February 10th, 2022 at 23:32.
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February 10th, 2022, 23:37 #74
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February 10th, 2022, 23:58 #75
Here's a list of Classic monsters that have alternate attack patterns.
- Ape, White
- Cave Locust
- Chimera (mult & alt)
- Cyclops
- Dragons (all variants have mult & alt: bite OR breath is an alternate attack pattern despite breath being special)
- Dragon Turtle (mult & alt)
- Cloud Giant
- Fire Giant
- Frost Giant
- Stone Giant
- Gorgon
- Giant Hawk
- Normal Hawk
- Hellhound
- Devil Swine
- Wererat
- Manticore (mult & alt)
- Mastodon (mult & alt)
- Medium
- Minotaur (mult & alt)
- Mule
- Nixie
- Rhinoceros
- Sea Serpent (Lesser)
- Bull Shark
- Spitting Cobra
- Giant Squid (mult & alt)
- Stegosaurus
- Thoul (mult & alt)
- Titanothere
- Triceratops
- Vampire (alt... both alternatives are specials)
- Freshwater Termite
- Saltwater Termite
- Swamp Termite
- Sperm Whale
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February 11th, 2022, 00:07 #76
When the new core update hits the parser will be updated on live. It now puts the stat block at the top of the notes section so any future conversions wont be an issue. It took longer to type this post then fix the parser
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Old School Essentials Ruleset
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5e Random Dungeon Generator!
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February 11th, 2022, 00:08 #77
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February 11th, 2022, 00:42 #78
Gotta get that in For Dolmenwood. Its a good point and I'm sympathetic. Wish I had thought of it back then.
https://forge.fantasygrounds.com/shop/items/199/view
Old School Essentials Ruleset
https://www.dmsguild.com/product/352...eon-Builder-5E
5e Random Dungeon Generator!
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February 11th, 2022, 22:23 #79
Use of the Modifier Stack with Skill Checks produces unexpected outcomes
TL;DR: Use of the Modifier Stack with a skill check adjusts the roll quality as expected, but in some cases the outcome reported is incorrect. It appears that the success/failure report is only evaluating the natural roll against the success target and not the modified roll.
- Modifiers applied with the Skill's Modifier field seems to be working as expected. When the field is set the dice roll quality is not changed, but the success target is updated and this is reflected in the chat log.
- Modifiers applied using The Modifier Stack occasionally produces unexpected/incorrect outcome reports. Explanation follows.
The following three rolls were made using the Modifier Stack:
- As Expected: The chat log shows the expected, unmodified "20% Success Chance"—this is straight out of my skill's success target value and has not been changed.
- As Expected: The dice quality is changed from a natural 18 to -32, from a natural 72 to a 22, and from a natural 68 to an 18.
- Unexpected/Wrong Outcome: The first two outcome reports appear to be correct. The last roll gives the wrong outcome report: 18 is less than 20, but [FAILURE] is indicated.
I've done a bunch of these rolls and consistently it appears that [SUCCESS] is only reported if the natural roll quality is ≤ the success target. From the places where I see skill modifiers described, I believe the OSE expectation is that you will modify the skill's target value and not the roll quality. However, whether the Referee wants to apply modifiers to the target value or inverse modifiers to the roll quality is a matter of taste. The math works either way, but applying the modifier to the roll is currently producing incorrect results in OSE2.
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February 11th, 2022, 22:40 #80
Please give me less words. Talk to me like I'm a caveman. I am pretty sure I know the issue.
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5e Random Dungeon Generator!
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