Thread: Traits not Parsing Rolls
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April 20th, 2024, 02:19 #1
Traits not Parsing Rolls
D&D 5E no extensions.
I've noticed that various traits do not parse trait rolls for NPCs when placed on the Combat Tracker.
i.e. For instance, take the NPC Poison Dart Trap from the DMG and place it on the CT.
Notice that the various Traits (such as Detection) do not parse a clickable roll on the combat tracker, and the text is not clickable in the trait itself.
Screenshot 2024-04-19 181703.png
I could have sworn that FG used to parse those rolls into the CT. And atleast they should be able to be clickable to cause the save to happen from the trait. i.e. the following text should be a roll; "With a successful DC 15 Intelligence (Investigation) check, "
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April 20th, 2024, 04:01 #2
I don't remember FG ever parsing skill checks in NPC stat blocks. :/
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April 20th, 2024, 09:34 #3
Indeed. Skills have never been parsed in NPCs. Attacks, damage, saves, and conditions will parse but not skills. (The clue is that the text should highlight in the trait as you point out). I'm sure you are familiar with this https://fantasygroundsunity.atlassia...ers#NPC-Traits
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April 20th, 2024, 16:19 #4
Am I correct in saying that (regardless of auto-parsing), there is no way to just manually enter something like [CHECKVS: perception 15] or [CHKVS: wisdom (perception) 15] and have it be draggable onto other actors/tokens?
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April 20th, 2024, 16:27 #5If 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
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April 20th, 2024, 19:18 #6
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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.
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April 20th, 2024, 20:10 #7
In the example from the DMG in your first post it's the player who needs to make the investigation roll; and the player would need to be actively investigating (probably after some kind of passive perception check in the first place). Since skill checks don't have a target even if the trap was making the check it would be making a check on itself and not the PC (It would be using it's own investigation skill to make the roll - not the PCs). So I'm not sure how you'd get the trap to roll the check accurately. (I suppose it would mean adding in code to make the skill roll have a target and make a check similar to a saving throw).
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April 20th, 2024, 20:33 #8
Just to offer an alternative workaround, the free 'Requested Rolls' extension is a very solid solution to handle skill checks (among other things). They are not parsed from NPCs per se, but you have access to a panel where you can send a prompt to any CT Actor (PC or NPC) to make a check with a defined (or not defined) DC. It can be used to stage rolls (like, auto-prompting for stuff such as the Indomitable fighter feature). For me personally, it is one of my favorite extensions, and a major quality of life boon for both me and my players (you'd be surprised how much players do NOT miss having to switch from the Actions tab to the Skills tab for checks--I also use it to prompt Initiative rolls for that matter).
And like I said, it's free.
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April 20th, 2024, 21:02 #9
I might have to try that again... I bounced off of it at first, but that was some time ago...
Also, if you have the screen real estate as a player, "5E - Floating Tabs" can let you have multiple tabs open at the same time, which was awesome for the (checks notes...) 2 sessions I was a player in the last 4 years...
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April 20th, 2024, 21:04 #10
The more I think about it, the more I agree that the distinction in 5e between checks and saves almost implies that this coding shouldn't be there. It might be nice to have "Detection" parse some reminder text so you don't have to click to open it... it just states the check and DC even though it isn't actionable by dragging it to a target.
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