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  1. #11
    damned's Avatar
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    No. I cant see how we would go about that.
    Here is a Level 7 Changeling, Rogue, Scout, Gunslinger.
    These are the Talents that do (or can) give Boons.
    How would you automate their use?
    Im interested in any suggestions you might have.



    talents-auto.png

  2. #12

  3. #13
    Yes, it can get tedious if done manually every time. Fortunately, most of it is semi-automated. Here are some examples.

    Weapon Training When attacking with a weapon, you make the attack roll with 1 boon.
    This is handled by giving one boon to all of your weapons on the main tab.

    FORETELL
    Target One creature you can see within short range
    Duration Concentration, up to 1 minute
    For the duration, whenever the target makes an attack roll or challenge roll and can hear you, it makes the roll with 3 boons.
    This is handled by an Effect set up by the player that grants the PC 3 boons to rolls. Effects can be turned on and off, deleted, and added. They can be built from nothing, and there is place to add descriptive text. They can be stored in the hot boxes, or the notes section of the character sheet. You handle most of the banes and boons this way. However, it gets tricky when it is conditional. For example...


    Dodge
    You can use an action or a triggered action on your turn to choose one creature you can see within short range. Until the end of the round, the target makes attack rolls against you with 1 bane and you make challenge rolls to resist its attacks with 1 boon.
    This is done with an effect applied to the main tab called Dodge that grants a ban to attackers, and gives you boons to Challenge rolls. Unfortunately, the game has no way to track who this applies to and who it does not apply to. The player toggles it on and off as needed.

  4. #14
    Quote Originally Posted by damned View Post
    No. I cant see how we would go about that.
    Here is a Level 7 Changeling, Rogue, Scout, Gunslinger.
    These are the Talents that do (or can) give Boons.
    How would you automate their use?
    Im interested in any suggestions you might have.



    talents-auto.png
    This is done with effects. In some cases you need to turn off or on the effect since FG cannot determine when it applies. But for example, the Reveal Weakness talent is easy. The GM drops an effect with 1 in the AtB slot on the NPC. This will grant one boon to anyone that attacks that NPC.

    For Trickery, my Rogue players set up two weapons, one with the extra boon and one without. Then then roll with the corresponding weapon.

  5. #15
    Quote Originally Posted by spoofer View Post
    four packs of mini adventures
    Terrible Beauty
    Hunger in the Void
    Paths of Shadow - the four supplements for novice level
    Tales of the Demon Lord
    Any ETA on when "Tales of the Demon Lord" will be available?

  6. #16
    Quote Originally Posted by Arcanus888 View Post
    Any ETA on when "Tales of the Demon Lord" will be available?
    Tales is already under review. The NPC records in the submitted version are not compatible with the latest changes to the rule set. I have updated these records now, and we will resubmit to SmiteWorks.

  7. #17
    Quote Originally Posted by spoofer View Post
    Tales is already under review. The NPC records in the submitted version are not compatible with the latest changes to the rule set. I have updated these records now, and we will resubmit to SmiteWorks.
    Hi, sorry to be a bother but I'm really keen to start playing this adventure in particular. Are there any updates on when it'll be available?

  8. #18

  9. #19
    Quote Originally Posted by Arcanus888 View Post
    Any ETA on when "Tales of the Demon Lord" will be available?
    Finally!!

    https://www.fantasygrounds.com/store...d=IPFGSDLSETDL

  10. #20
    a few lingering questions that we need help with. We are aiming to implement a consistent effect where each attack benefits from one additional boon. However, this doesn't seem to be functioning as expected.

    For example, we successfully created an effect for 'Forceful Strike' that, when activated, adds an extra die to the damage. We attempted to replicate this effect for 'Weapon Training', yet it isn't operating in the same manner. Could there be an error in our approach? We appreciate any guidance you can provide.
    Screenshot 2023-08-02 200255.jpg

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