STAR TREK 2d20
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  1. #41
    Quote Originally Posted by MeAndUnique View Post
    Honestly, that's mostly just an oversight on my part. Initially I was thinking of abilities that reroll a die and stipulate that the new result must be used. Certainly something I can look at improving upon. In the mean time, since work has been hugely demanding of me the past few weeks, does 13th Age support an effect that would add an extra d20 to the roll? If so, then adding a second die to the roll and using the replace action to set the value of the lowest die to 0 ought to do the trick.
    That's an interesting solution, thanks! I don't know that it supports any modifiers to Initiative specifically, I just started with it yesterday. The effects automation page is far more helpful for 5E than anything else, so I don't know that I could add a d20 to just those rolls, but I'll certainly be looking into it.

    I'll also be looking into Kelrugem's solution! I'd been looking on the forge for things specifically for 13th Age when I realize I should have been looking for more things benefiting CoreRPG. Thanks!

  2. #42
    Quote Originally Posted by Nebs View Post
    I'd been looking on the forge for things specifically for 13th Age when I realize I should have been looking for more things benefiting CoreRPG. Thanks!
    Hehe, yeah, for 13th Age it can be more useful to look for CoreRPG instead, I did not hear about 13th Age specific extensions (I just hope that 13th Age is based on CoreRPG, I am not completely sure about that; but I think the ruleset got updated in order to be based on CoreRPG)

  3. #43
    Quote Originally Posted by MeAndUnique View Post
    Honestly, that's mostly just an oversight on my part. Initially I was thinking of abilities that reroll a die and stipulate that the new result must be used. Certainly something I can look at improving upon. In the mean time, since work has been hugely demanding of me the past few weeks, does 13th Age support an effect that would add an extra d20 to the roll? If so, then adding a second die to the roll and using the replace action to set the value of the lowest die to 0 ought to do the trick.
    I gave this a try and it worked great! Screenshot 2022-05-31 180806.png

    Although, I noticed TMT doesn't recognize rolling initiative from the Combat Tracker as a Dice Rolled of Type Init. Just to make sure it wasn't a CoreRPG/13th Age thing, I checked in the 5E ruleset and made a quick "Set all initiative rolls to 20" rule and rolled in the Combat Tracker, but it did not replace their rolls after it functioned normally rolling initiative directly from the character. In my mind, this isn't really of TMT issue and more an FG issue, but I thought I'd share.

    I recall a long time ago "ADVINIT" for the 5E ruleset didn't work from the Combat Tracker, but not that anyone could obviously see because the Combat Tracker doesn't visibly roll dice when rolling initiative like the Party Sheet does when rolling group checks (which is a shame, I think).

  4. #44
    Quote Originally Posted by Nebs View Post
    I gave this a try and it worked great! Screenshot 2022-05-31 180806.png

    Although, I noticed TMT doesn't recognize rolling initiative from the Combat Tracker as a Dice Rolled of Type Init. Just to make sure it wasn't a CoreRPG/13th Age thing, I checked in the 5E ruleset and made a quick "Set all initiative rolls to 20" rule and rolled in the Combat Tracker, but it did not replace their rolls after it functioned normally rolling initiative directly from the character. In my mind, this isn't really of TMT issue and more an FG issue, but I thought I'd share.

    I recall a long time ago "ADVINIT" for the 5E ruleset didn't work from the Combat Tracker, but not that anyone could obviously see because the Combat Tracker doesn't visibly roll dice when rolling initiative like the Party Sheet does when rolling group checks (which is a shame, I think).
    Indeed, the instantaneous options for rolling initiative in the CT may follow a different code for the roll (just a random table), thence they may not be affected of certain things since they'd need extra treatment

  5. #45
    Looking at the code, that is the case, yeah. I've added a note to take a closer look at that for another extension I have in the pipe. First up are some unrelated bug fixes and then the next (looking to be quite massive) TMT update.
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
    Discord: MeAndUnique#6805

  6. #46
    A repository (this thread or maybe somewhere else) would be fantastic to inventory all the community-created uses for this tool. I have absolutely no doubt, given the ingenuity of the FG user-base, that people have devised applications which many of us haven't considered or had the time to work out ourselves.

  7. #47
    I have been trying for a few days to get this to work but my sorcerer with elemental adept is frustrated (as am i).
    I am sure I am overlooking something in formatting. I have tried both creature has trait and combatant has effect and neither changes the roll to a 2.
    hates ones.png
    I am playing 5e, and I made the copy of the one from the coreRPG example. I made the changes suggested in an earlier post but I can't get the dice to mod to the new value of 2.
    I am going to try a campaign with only TMT installed and see if it is/was an extension conflict vs something I am trying too hard to see and missing something simple.
    Thanks for your time.

    edit: I did try both methods with TMT as only extension loaded and could not get effect to trigger and change a result from a 1 to a 2.
    Last edited by Ozsome; June 9th, 2022 at 03:23.

  8. #48
    Quote Originally Posted by BushViper View Post
    A repository (this thread or maybe somewhere else) would be fantastic to inventory all the community-created uses for this tool. I have absolutely no doubt, given the ingenuity of the FG user-base, that people have devised applications which many of us haven't considered or had the time to work out ourselves.
    Support is presently included for exporting Trigger definitions (from the Campaign section of the sidebar) in modules, so that would be a viable sharing mechanism. Once this gets closer to "full" release I'll certainly look into figuring out something a bit more formal. Though full disclosure I don't really expect to have bandwidth to moderate such a thing particularly actively.
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
    Discord: MeAndUnique#6805

  9. #49
    Quote Originally Posted by Ozsome View Post
    I have been trying for a few days to get this to work but my sorcerer with elemental adept is frustrated (as am i).
    I am sure I am overlooking something in formatting. I have tried both creature has trait and combatant has effect and neither changes the roll to a 2.
    hates ones.png
    I am playing 5e, and I made the copy of the one from the coreRPG example. I made the changes suggested in an earlier post but I can't get the dice to mod to the new value of 2.
    I am going to try a campaign with only TMT installed and see if it is/was an extension conflict vs something I am trying too hard to see and missing something simple.
    Thanks for your time.

    edit: I did try both methods with TMT as only extension loaded and could not get effect to trigger and change a result from a 1 to a 2.
    I'll dig in to this and see if I can't figure out what is going on and get a fix out in the next update.
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
    Discord: MeAndUnique#6805

  10. #50
    Thanks for your time. I have 5 of your extensions and love how much they help automate things so I can focus on the story more than the mechanics.

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